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Windows 10 Radeon Software vs. Ubuntu 17.04 + Linux 4.12 + Mesa 17.2-dev
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Originally posted by darkbasic View Post
Basically game ports suck.
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This is some fantastic progress. Though something interesting I noticed is the Linux drivers seem to perform worse as more stress is put on them. Whether that's detail level or screen resolution, it seems something is holding back potential. If all these tests were done with low or medium settings at 1080p, it seems Linux would be right on par with Windows.
Any ideas for this anomaly?
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Originally posted by schmidtbag View PostThis is some fantastic progress. Though something interesting I noticed is the Linux drivers seem to perform worse as more stress is put on them. Whether that's detail level or screen resolution, it seems something is holding back potential. If all these tests were done with low or medium settings at 1080p, it seems Linux would be right on par with Windows.
Any ideas for this anomaly?
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Are these tests always OpenGL vs OpenGL or also DirectX vs OpenGL? I remember bridgman mentioning that the open source OpenGL implementation is now better than the proprietary one.
However, nobody would reasonably use OpenGL in games on Windows when DirectX rendering is available.Last edited by Solid State Brain; 07 July 2017, 11:20 AM.
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Originally posted by bug77 View PostAMD's drivers always had more CPU overhead than those of, ahem, competition. Even on Windows. That could explain it.
This looks more like either a gap in shader compiler efficiency or something we aren't doing w.r.t. efficient memory access.Test signature
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Originally posted by bridgman View Post
Actually no... the impact of CPU overhead goes down with increasing resolution, not up. You used to see this in Windows DX11 benchmarks where Fiji was (relative to competing products) faster at higher resolutions.
This looks more like either a gap in shader compiler efficiency or something we aren't doing w.r.t. efficient memory access.
Could this also be a symptom of synchronization issues? Cause when parallelism goes up, so does the effort of keeping everything in sync.
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Originally posted by bug77 View PostI was thinking more along the lines of more screen real estate, more geometry to compute. But ok.
Could this also be a symptom of synchronization issues? Cause when parallelism goes up, so does the effort of keeping everything in sync.
The one that surprised me was a Windows game which changed the amount of detail depending on the number of processor cores...
... which made Ryzen seem artificially slow against Intel 4-core partsTest signature
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