Interesting numbers. I guess we're seeing "lower overhead" vs "less optimization" with the latter gradually going away over time.
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RADV Vulkan vs. RadeonSI OpenGL Performance With Linux 4.13 + Mesa 17.3-dev
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Originally posted by pal666 View Postso, the only game where radv is better is talos
no, mesa doesn't support windows api(directx)
Also, I think on Windows you would be implementing something lower level (DXGI, D3D DDI, etc.) than the D3D API itself, and the D3D library would hook into that to compile shaders and do other such things.Last edited by microcode; 23 September 2017, 12:55 AM.
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OGL requires a lot of single thread performance, if it isn't a problem, it will shine. The only benefit on Vulkan is the multi thread performance (when loses to ogl, it's a driver problem of course), you can't reproduce this on a i7 7700K.
This test would be more interesting in an AMD cpu like A or FX series.
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Originally posted by Termy View Posti don't know if i missed it, but i still would prefer to see these kind of benchmarks on a more mundane CPU to see if RADV/vulkan shines when the CPU is the bottleneck
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Originally posted by microcode View Post
For what it's worth, there have been state trackers (with varying completeness) for all of the recent D3D versions, and there is a pretty good D3D9 state tracker in Mesa already. It is not inconceivable that Mesa and the matching kernel infrastructure could be ported, and that would provide lots of reasons and samples for developing D3D10, D3D11, and D3D12 impls.
Also, I think on Windows you would be implementing something lower level (DXGI, D3D DDI, etc.) than the D3D API itself, and the D3D library would hook into that to compile shaders and do other such things.
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Originally posted by artivision View Post
I don't think that is needed anymore. In a 3110m-8670m laptop testing D3D11, i get the same framerate on Linux as on windowz. Tomb Raider 2013 medium: msD3D9=30fps, msD3D11=40fps, nine=30fps, wineD3D11=40fps plus feels more responsive. Rise of the Tomb Raider low: msD3D11=15fps, wineD3D11=15fps plus artifacts - cpu idle and dgpu full.
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Originally posted by microcode View PostFor what it's worth, there have been state trackers (with varying completeness) for all of the recent D3D versions, and there is a pretty good D3D9 state tracker in Mesa already. It is not inconceivable that Mesa and the matching kernel infrastructure could be ported, and that would provide lots of reasons and samples for developing D3D10, D3D11, and D3D12 impls.
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