Announcement

Collapse
No announcement yet.

Linux Gaming Performance With Radeon Vulkan NGG Culling

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #21
    Originally posted by CochainComplex View Post
    got tricked by the placebo effect. unfortunately nggc is slightly worsening the performance on RDNA1 NAVI10 5700XT in CP2077.
    Its such a pitty that CP2077 does not have a proper ingame Benchmark. A scene loads allways slightly different but the fps was consistent anyway.
    However Settings set to Ultra - res 1920x1200 (proton-ge-6.12-GE1)

    FPS in this scene Cherry Blossom Market*

    Nggc: 52-55
    no Nggc: 54-56
    Yeah, this is similar to what I saw in Cyberpunk as well. The game has a different bottleneck and doesn't benefit from the increased primitive throughput, OTOH the added latency regresses it a little.

    Originally posted by CochainComplex View Post
    Keep in mind mesa is still compiled with the mr
    radv: Use 128-sized vertex grouping for NGG shaders.
    https://gitlab.freedesktop.org/mesa/...requests/11810
    That should be merged into main by now.


    Comment


    • #22
      Ideally 3D engines should do perfect culling by themselves, it's a very important optimization. The better job the engine does, the less benefit this will have.
      Last edited by ernstp; 17 July 2021, 03:59 PM.

      Comment


      • #23
        Originally posted by ernstp View Post
        Ideally 3D engines should do perfect culling by themselves, it's a very important optimization. The better job the engine does, the less benefit this will have.
        Yes, a very well written compute based culling solution can implement some stuff (eg. depth based culling) that would be extremely difficult to implement in the driver. However, not every developer is willing to go to such lengths, and for them, a driver based solution does well.

        However the problem with engine-side solutions is that they have to do this work either on the CPU or in compute shaders. On the other hand a driver side solution can compile this directly into vertex (or tess eval) shaders. Ultimately, no one knows which approach scales and performs better.

        Mesh shaders will add some more possibilities for engine developers to implement culling more efficiently.

        Comment


        • #24
          Shadow of the Tomb Raider on my 6900 XTXH at 3440x1440 resolution, highest settings:

          default (2614 sclk) GPU score:
          no nggc:
          Min - 111
          Max - 261
          Avg - 150
          95% - 123

          with nggc:
          Min - 113
          Max - 262
          Avg - 153
          95% - 125

          and overclocked to 2860 sclk:
          no nggc:
          Min - 118
          Max - 280
          Avg - 161
          95% - 131

          with nggc:
          Min - 122
          Max - 276
          Avg - 163
          95% - 134

          Comment

          Working...
          X