[Mesa-dev] [PATCH 0/4] RadeonSI: Multithreaded shader compilation
maraeo at gmail.com
Fri Jul 15 23:00:25 UTC 2016
On Wed, Jul 13, 2016 at 10:50 AM, Vedran Miletić <vedran at miletic.net> wrote:
> On 07/13/2016 05:19 AM, Timothy Arceri wrote:
>> So I finally got around to setting up my new polaris card on fedora. I
>> was curious to see how Talos performed compared to i965 as I was pretty
>> sure the compiling/linking was not just to do with variants and should
>> be noticable regardless of hardware.
>> The results looks the same to me, there is really bad jerkyness for
>> around 5-10 seconds as you walk when the game first loads from a
>> contine point in the big hall area (the place where you often start a
>> continue from as this is where it auto saves). Obviously these get
>> cached in memory but you see them everytime you start the game and they
>> are very noticable on my machine at least.
>> Anyway obviously up to you what you work on but I don't think an on
>> disk shader cache for radeonsi would be a wasted effort.
> Can confirm on Tonga. Very visible in first vs second run of a Benchmark in
> the game; in the first run there is a very long stop (approx 1 second) the
> moment the character picks up the green sigil (and a few other points, I
> would have to check exactly), second run is all smooth.
Those stalls are not so visible while you're playing the game. It's
somehow just more visible during the benchmark.
I'd say the games that would benefit from a persistent shader cache
are in this order:
- Borderlands 2
- Bioshock Infinite
Not so much Talos Principle unless you are focusing on the benchmark only.
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