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Mesa Flips On OpenGL Threading For Valheim To Deliver Better Performance

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  • Mesa Flips On OpenGL Threading For Valheim To Deliver Better Performance

    Phoronix: Mesa Flips On OpenGL Threading For Valheim To Deliver Better Performance

    For those enjoying the Valheim, the new survival/sandbox game that has been an incredible success and sold more than four millions of copies so far while being a low-budget indie game, Mesa should be providing better performance when using its OpenGL renderer...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    20 years ago: We aren't adding game specific optimizations. It's lame. Everything should work according to standards.

    Now: We're fglrx...

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    • #3
      The problem is that not everything follows the open standards to the letter so you either have to compromise with per-game optimizations or potentially crappy running games.

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      • #4
        Originally posted by eydee View Post
        20 years ago: We aren't adding game specific optimizations. It's lame. Everything should work according to standards.

        Now: We're fglrx...
        That's both harsh and unwarranted. fglrx had several hard-coded rendering paths depending on app and many quirks. Mesa has one rendering path with run-time options that you can choose to enable or disable at will, and provides a list of what settings should be enabled for what application, with a default providing high compliance with OpenGL specifications.

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        • #5
          Why can't multi threading be enabled globally for everything and then a blacklist for applications that can't handle multi-threading instead of the white list that's in use now? Are there so many games and applications that misbehave with multi-threading?

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          • #6
            Originally posted by gnarlin View Post
            Why can't multi threading be enabled globally for everything and then a blacklist for applications that can't handle multi-threading instead of the white list that's in use now? Are there so many games and applications that misbehave with multi-threading?
            It will hurt performance for games/applications actually caring about it and implementing "OpenGL threading" themself.

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            • #7
              Originally posted by eydee View Post
              20 years ago: We aren't adding game specific optimizations. It's lame. Everything should work according to standards.

              Now: We're fglrx...
              In fairness this isn't a game-specific optimization, just application profiles adjusting a common set of runtime options.

              Unrelated to that, maybe I'm just out of touch but the Valheim trailer looked mighty impressive in terms of the scope & complexity of the game.
              Last edited by bridgman; 27 February 2021, 04:40 PM.
              Test signature

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              • #8
                Originally posted by eydee View Post
                20 years ago: We aren't adding game specific optimizations. It's lame. Everything should work according to standards.

                Now: We're fglrx...
                Apples vs. oranges

                1. Game-specific optimizations (the proprietary driver way) in where the codepath is different per game

                2. Game-specific settings (the Mesa way) which toggle codepaths

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                • #9
                  Originally posted by gnarlin View Post
                  Why can't multi threading be enabled globally for everything and then a blacklist for applications that can't handle multi-threading instead of the white list that's in use now? Are there so many games and applications that misbehave with multi-threading?
                  It is not the applications that have trouble, is it the drivers.

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                  • #10
                    Originally posted by atomsymbol
                    The age of automatic tuning of OpenGL/Vulkan apps using AI techniques hasn't started yet (i.e: to automatically determine which codepaths to toggle). The current focus of AI in graphics is on image-level optimizations: upscaling and sharpening.
                    Don't give the proprietary driver devs ideas....

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