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Radeon RADV+ACO Vulkan Performance Is In Great Shape For Mesa 20.2

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  • #21
    Originally posted by TemplarGR View Post
    I then found out that the issue was a low ulimit. For some odd reason the port didn't ask for a higher one and stayed at the default 1024 and that caused a lot of issues and freezes.
    it's hard to infer what are you talking about. ulimit is many things, ulimit without parameters is ulimit -f, which stands for maximum size of files written and i doubt that's what reduces performance of civ 6

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    • #22
      Originally posted by Mez' View Post
      As an absolute non geek, I'm also wondering how a compiler can affect the performance of the end result driver. My initial non geek thought would be that it's just a matter of time of compilation, not performance.
      just like with any other software, its speed depends on optimizations performed by compiler(and heavy optimizations make compilation time slower btw)

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      • #23
        Originally posted by ntropy View Post
        These little shader compilation, need a compiler and llvm wasnt made for this originally. So with aco there was a big boost
        and it should be irrelevant with distributed precompiled shaders by steam

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        • #24
          This ACO will fix the new area load stuttering in games?

          So far I excepted stuttering in World War Z and Mass Effect Andromeda, when I enter a previously un-visited area. In these games. I think those games generate shaders for the new areas, but I'm unsure. In other games, I did not experienced this stuttering.

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          • #25
            Originally posted by TemplarGR View Post

            Perhaps there is some configuration needed. I don't own Mad Max so i can't test it, but for example in Civ VI i had a lot of issues, it couldn't even load properly it took tens of minutes to allow me to start a map. I then found out that the issue was a low ulimit. For some odd reason the port didn't ask for a higher one and stayed at the default 1024 and that caused a lot of issues and freezes. I had to put every single setting at the lowest just so i can start a game properly. But then i went into systemd configuration and changed the default ulimit and then Civ VI ran properly, even faster than on Windows. I heard that this solves issues in a lot of games, and it is even recommended by Lutris to do if you are using esync with WINE.

            Also, perhaps the issue could be with the number of threads. Some older ports have issues with more than a certain number of cores. Maybe that's it? I don't know, just throwing some ideas here. Sometimes even Vsync could be the culprit. Or even just a bad port.
            Are you talking about the maximum number of files?
            https://wiki.winehq.org/FAQ#Too_many...o_be_increased

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            • #26
              Originally posted by Mez' View Post
              As an absolute non geek, I'm also wondering how a compiler can affect the performance of the end result driver. My initial non geek thought would be that it's just a matter of time of compilation, not performance.
              Some vulgarization from specialists would be welcome.
              The graphics driver is responsible for compiling shader programs from games into something the GPU hardware can run.

              It can happen either ahead of time (at a level loading screen) or dynamically during gameplay (which can cause stutters).

              So updates to that compiler process can effect the binary output and the runtime performance it has on the GPU hardware. The act of compiling faster can also reduce stutters if the app is doing them at runtime which can lead to higher fps results as well, though that is going to be a lot more minimal of an effect especially since most drivers end up caching shaders after they've been compiled the first time.

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