Originally posted by dimko
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Linux 6.12 Released With Real-Time Capabilities, Sched_Ext, More AMD RDNA4 & More
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Originally posted by F.Ultra View Post
what was the pulse audio tweaking? Where the hiccups only in the audio or was they also in the frametime?
resample-method = speex-float-1
realtime-scheduling = yes
default-fragments = 2
default-fragment-size-msec = 4
i also start it with high priority
Frame time was also dropping bad.
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Originally posted by dimko View PostI tried pre-releases, with real time switching enabled. it hurt performance pretty bad in games.
Some serious frame drops happened. Will try release now...
And games are all about raw performance, the last thing you want to have on a gaming machine is RT because the actual real time process'es can then interrupt the game process whenever they need a time slice from the CPU because they need to deterministically perform a task within a certain time window. Thats what RT is.
For a gaming machine you want the main gaming process to hog the resources from everything else, fundamentally opposed to RT.Last edited by mdedetrich; 18 November 2024, 07:15 AM.
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Originally posted by mdedetrich View Post
This kind of behaviour is normal for RT kernels (although I don't know if its meant to be this extreme). People think RT is "magic" that doesn't have any drawbacks, but RT actually hurts raw performance. Generally speaking there is a tradeoff between latency (especially if its meant to be deterministic, i.e. having a roof which is the highest amount of latency expected) versus raw performance.
And games are all about raw performance, the last thing you want to have on a gaming machine is RT because the actual real time process'es can then interrupt the game process whenever they need a time slice from the CPU because they need to deterministically perform a task within a certain time window. Thats what RT is.
For a gaming machine you want the main gaming process to hog the resources from everything else, fundamentally opposed to RT.
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Originally posted by dimko View PostI increased my Wayland priority as well, as well as Pulseaudio. Hick ups were still there. Nothing else but gnome Wayland running in background on my linux Gentoo.
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Originally posted by dimko View Post
deamon config
resample-method = speex-float-1
realtime-scheduling = yes
default-fragments = 2
default-fragment-size-msec = 4
i also start it with high priority
Frame time was also dropping bad.
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Originally posted by dimko View Post
I was not particularly with good with description of my problem.
I have 32 core CPU(16 with hyper threading), games I play often don't even use half of that.
Yesterday I checked Fallout 4 with r12+, problem is that there is massive frame drop once every a few seconds. Hick up, if you like.
I have 64 gig of ram and an SSD, I increased my Wayland priority as well, as well as Pulseaudio. Hick ups were still there. Nothing else but gnome Wayland running in background on my linux Gentoo.
Hardware wise, I seriously doubt there were bottle necks, like 50 processes you described. Nothing else was running on OS.
Non RT kernels don't have this issue. Hence I believe RT is doing something wrong.
I tried FIFO and Round Robin. I did not try deadline since I had some weird permission issues with it. Looks like sudo doesn't like it somehow.
Then you have the issue of adjacent systems that aren't set as real time. For example, the game is running faster with real time but the Bluetooth daemon is regular priority. Now you have potential input lag due to the game taking precedence over the system receiving input commands. That's not ideal.
IMHO, you should try process isolation first and then real time second. I'm assuming that 32-core means 2 to 4 CCDs and the gaming lag inherent to that setup. Try limiting your game to 8 cores or less on a single CCD. RT or not, Multiple chiplets or not, not wrangling your game into the most optimal situation can cause gaming lag. Not having to do bullshit like that is why I game on a 7800X3D. The single CCD and only 8 cores means less wrangling of shit. At most I have to limit older Unity games, think KSP, to four cores.
Even if it's not CCD latency related, I was bored and reading random Wine/Proton posts and discussions the other day and you'd be surprised how many games just quit working with high core CPUs. Some games are like "You have 28 cores? Something fucky is going on...I don't think I'm gonna run now." The older the game, the more likely that scenario will happen.
If you're using Proton or a GE/TKG Wine you can set: "WINE_CPU_TOPOLOGY=8:0,1,2,3,4,5,6,7". That'll limit your game to the first 8 cores.
None of that covers potential game configuration issues. Bethesda games aren't very optimized by default. IIRC, Fallout 3/4/NV should be set to use 8 or less cores. 4 to 8 core CPUs were high end when they released. It's configured for single core by default. I assume you know this stuff, but just in case, you need to do some INI tweaks to set it up to use more cores. That video says to use your CPUs number of cores, but dude has a quad core. At most limit it to a single CCD, but I'd limit it to 8c/16t at most.
Wait, do you mean you have a 16 core CPU, 32 threads with hyperthreading? A 32 core CPU should have 64 hyperthreads.
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Originally posted by dimko View Post
I was not very clear. I don't mind overall FPS drop. What I did want is increase in overall responsiveness and higher lower one percent. Also better priority handling, cause current one in Linux is pretty bad when comes to desktop.(for example, play game + compile something)
Originally posted by Volta View PostPlaying a game when compiling something is not a desktop thing.
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Originally posted by skeevy420 View PostWhen you have multiple real time processes, which is the most real time?
That being said, the real-time scheduling classes are a bit special, they're not some magic wroom-go-faster thing you can slap on some random process and expect things to go faster in general.
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Originally posted by jabl View Post
The one with the highest priority, of course (assuming by "most real time" you mean "gets first dibs at running").
That being said, the real-time scheduling classes are a bit special, they're not some magic wroom-go-faster thing you can slap on some random process and expect things to go faster in general.
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