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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - performance regression with llvm shader compiler in ut2004"
href="https://bugs.freedesktop.org/show_bug.cgi?id=51787#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - performance regression with llvm shader compiler in ut2004"
href="https://bugs.freedesktop.org/show_bug.cgi?id=51787">bug 51787</a>
from <span class="vcard"><a class="email" href="mailto:aaalmosss@gmail.com" title="almos <aaalmosss@gmail.com>"> <span class="fn">almos</span></a>
</span></b>
<pre>Now I took a new look at the issue with GALLIUM_HUD=fps, and there is
definitely a serious problem with cpufreq. I have a few scripts to switch
cpufreq governor between performance and ondemand (Phenom II x4), and to switch
between high and low gpu power profiles (HD6850). When ondemand is selected, it
seriously limits performance, and causes noticeable variance in fps. Some
examples:
Psychonauts, main menu (Raz standing on top of the giant brain)
ondemand/low 20 fps
ondemand/high 40-50 fps
performance/low 29 fps
performance/high 104 fps
SW:KoToR, the main character standing alone on Dantuine, looking at the Ebon
Hawk
ondemand/low 20-30 fps
ondemand/high 20-30 fps
performance/low 55-60 fps
performance/high 68 fps
The difference between ondemand and performance makes a huge difference in
native games as well. Quake Wars, Team Fortress 2, and UT2004 are all
borderline playable with ondemand, but run perfectly with performance. It's not
just a drop in fps, but a very noticeable laggyness, that kills the games.</pre>
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