Originally posted by ThanosApostolou
View Post
You would have to test a very CPU-limited (800x600) scenario to see if it scales well, I think.
Originally posted by Veerappan
View Post
No scaling (because the GPU is already well-fed, and crunching all numbers it can), but lower output framerate because it is not perfectly optimized yet.
Basically, it is more CPU-efficient.
Now, we would have to see the same test in a CPU-limited scenario (run the CPUs at 1GHz or lower the resolution -- but preferably the second option, to avoid starving non-graphics parts of the engine), to see if Vulkan scales well over the various physical threads.
Note that it is engine-dependent, though. Some game engines might not have more than one dedicated thread for graphics.
For those complaining about RADV being used there: it doesn't matter (as long as RADV supports the same extensions). The most interesting part is the relative core scaling, ie comparing the shape (or the relative increase/derivative) of the graphs, not the absolute performance value. I expect very similar results with nVidia (with an offset that depends on the card/driver performance; and in the Vulkan camp, at least -- who knows what tricks nVidia has up its sleeve to scale its OpenGL drivers with the number of cores? :P)
Comment