Originally posted by M@yeulC
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For the most part Mad Max on GL is CPU bound - ie. limited by the single threaded CPU performance on the GL thread. We already use a separate thread for GL dispatch but this doesn’t mean GL itself is multithreaded.
Vulkan helps us massively here, as you can see in the graphs, and is almost always GPU bound now. If you've got the time to spec this out you could look into average GPU utilisation (using nvidia-smi) with GL and with Vulkan, and you'll see the difference.
To be clear the benchmark areas are some of the absolute *worst* cases for the CPU, designed that way so we could target the issue directly. That obviously produces some skewed results towards the best case for Vulkan, but I'd hope the jump in performance across the board proves it's not just a one off.
Other games might not get as large a boost, the exact benefits very much depend on if the game is CPU or GPU bound and why.
Vulkan helps us massively here, as you can see in the graphs, and is almost always GPU bound now. If you've got the time to spec this out you could look into average GPU utilisation (using nvidia-smi) with GL and with Vulkan, and you'll see the difference.
To be clear the benchmark areas are some of the absolute *worst* cases for the CPU, designed that way so we could target the issue directly. That obviously produces some skewed results towards the best case for Vulkan, but I'd hope the jump in performance across the board proves it's not just a one off.
Other games might not get as large a boost, the exact benefits very much depend on if the game is CPU or GPU bound and why.
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