[Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR apps
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Apr 20 21:31:22 UTC 2017
https://bugs.freedesktop.org/show_bug.cgi?id=100742
Bug ID: 100742
Summary: dpm auto doesn't clock the GPU high enough for SteamVR
apps
Product: DRI
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: DRM/AMDgpu
Assignee: dri-devel at lists.freedesktop.org
Reporter: haagch at frickel.club
RX 480, Ryzen 1600X, tested on linux 4.10 and linux drm-next-4.12-wip, latest
upstream linux-firmware git. Same behavior on both kernels.
I recorded this video, showing umr top, sclk and mclk, while running the simple
"Atlas Demo Scene" in the Destinations SteamVR app:
https://www.youtube.com/watch?v=U_mceDSBF7o
With the "auto" setting the GPU power level is not set high enough for SteamVR
to render at the Vive's native 90 fps, so reprojection (interpolation to 90
fps) needs to kick in constantly.
Speculation time:
The SteamVR frametime graph shows the purple GPU load from the application
("Destinations") completely below the 11 ms which the application is probably
is probably targeting, so dpm has clocked the GPU fast enough for the
application to run at 90 fps. But then the application submits frames to the
SteamVR compositor which also takes some GPU time and pushes the "total" GPU
time taken to render one frame in the app and then display it in the compositor
over the target 11 ms time.
Is this correct? Does dpm somehow analyze a per process GPU load? At least in
this case the GPU needs to clock fast enough to allow the application + the
SteamVR compositor to both render in under 11 ms per frame.
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