• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
« Previous 1 ... 32 33 34 35 36 ... 111 Next »

Direct3D peformance regression on AMD since the "optimizations" in 4.0-3926
View New Posts | View Today's Posts

Pages (3): 1 2 3 Next »
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
Direct3D peformance regression on AMD since the "optimizations" in 4.0-3926
11-02-2014, 01:09 PM (This post was last modified: 11-07-2014, 08:31 AM by kirbypuff.)
#1
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
Commit PR#1414 by kayru in 4.0-3926 has a negative effect on the Direct3D perfomance of ATI/AMD GPUs.

Quoted from the October 2014 Progress Report:
Quote:D3D: Couple of small optimizations (PR #1414) by kayru

...4.0-3926 brought *another* sizable performance boost to the D3D backend. D3D will be roughly 10% faster than before.

People who have tested this build with an NVIDIA GPU have experienced 5 to 10% performance improvement, but with AMD GPUs there's an up to 10% performance hit which is the exact opposite behavior.

Seems like AMD's GPU/driver combnation really doesn't like this change (or part of it).
Find
Reply
11-02-2014, 01:30 PM
#2
MayImilae Offline
Princess of Optimism
**********
Administrators
Posts: 4,194
Threads: 112
Joined: Mar 2011
OK, seriously, do you do anything other than complaining? You've started like 5 posts in one day doing nothing but whining about this or that supposed performance regression. And you are providing very little data even though what you are saying contradicts a wide variety of testing that has already been done. You should be providing specific reproducible scenarios with information on specific builds. Also, provide your full hardware specs and operating system information.

EDIT: and don't fill up the subject line. Anyone that tries to reply to you needs at least 4 characters free since MyBB insists on creating a subject for every single reply with "RE: " in front of it.
[Image: RPvlSEt.png]
Windows 10 x64 | Core i9-9900k | NVIDIA GeForce RTX 3090 EVGA FTW3 Ultra| 32GB DDR4-3000 | Asus Xonar Essence STX on Logitech Z-2300 | Logitech G903 Hero
MacBook Pro 13in mid-2018 with Touch Bar | macOS 10.15 | Core i7-8559U @ 4.5ghz | Intel Iris Plus Graphics 655 | 16GB 2133MHz LPDDR3
Find
Reply
11-02-2014, 01:44 PM
#3
Maxo Offline
Member
***
Posts: 86
Threads: 5
Joined: Feb 2011
I have the same issue, even light games like Brawl/Project M dont run at full speed anymore even without the HD texture packs and it used to run perfectly with them enabled before
Find
Reply
11-02-2014, 01:56 PM (This post was last modified: 11-02-2014, 02:09 PM by kirbypuff.)
#4
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
kayru Wrote:PR #1414 Oct 26, 2014

* Vertex and index data in one buffer
* Pixel shader resources are not reset unnecessarily

Vertex and index buffer are usually both updated for every draw call.
We can avoid some driver overhead related to mapping/unmapping by using just one buffer.
This is the same optimization as Galop1n did in #438.

Looks like AMD's GPU drivers really don't like this change (or part of it).

Some of Galop1n's tweaks do not behave well on ATI/AMD. They make the framerate unstable (fluctuating) or reduce performance.
Galop1n's custom build has this variable framerate issue as well. Master builds before this commit [PR #1414] had no such problem (the framerate was stable)

The best place to test this is the NSMB title screen or L1-1 with EFBtoRAM at high IRs (4x or 6x)
Find
Reply
11-02-2014, 02:53 PM (This post was last modified: 11-06-2014, 05:57 PM by kirbypuff.)
#5
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
(11-02-2014, 01:30 PM)MaJoR Wrote: OK, seriously, do you do anything other than complaining? You've started like 5 posts in one day doing nothing but whining about this or that supposed performance regression.

Not complaining, just posting issue reports here since the respective PRs/commits on GitHub are old and already closed, so it's useless to post a comment there.
Bug/regression reports - that's the thing devs want the most, isn't it?

MaJoR Wrote:and don't fill up the subject line. Anyone that tries to reply to you needs at least 4 characters free since MyBB insists on creating a subject for every single reply with "RE: " in front of it.

Noted.


P.S. There's already one person who is also experiencing the same (or similar) performance issues.
Find
Reply
11-02-2014, 04:45 PM
#6
MayImilae Offline
Princess of Optimism
**********
Administrators
Posts: 4,194
Threads: 112
Joined: Mar 2011
kirbypuff Wrote:Not complaining, just posting issue reports here since the respective PRs/commits on GitHub are old and already closed, so it's useless to post a comment there.
Bug/regression reports - that's the thing devs want the most, isn't it?

You should really be posting these on the issue tracker. The devs don't pay a lot of attention to the forum for this stuff.

https://code.google.com/p/dolphin-emu/issues/list

Just remember to post TONS of information. We have to be able to reproduce it.
[Image: RPvlSEt.png]
Windows 10 x64 | Core i9-9900k | NVIDIA GeForce RTX 3090 EVGA FTW3 Ultra| 32GB DDR4-3000 | Asus Xonar Essence STX on Logitech Z-2300 | Logitech G903 Hero
MacBook Pro 13in mid-2018 with Touch Bar | macOS 10.15 | Core i7-8559U @ 4.5ghz | Intel Iris Plus Graphics 655 | 16GB 2133MHz LPDDR3
Find
Reply
11-02-2014, 06:29 PM
#7
JMC47 Offline
Content Producer
*******
Content Creators (Moderators)
Posts: 6,471
Threads: 28
Joined: Feb 2013
The Texture Hash thing won't affect GPUs, only CPUs. And if the AMD CPUs are actually slower at it, then that's because they really suck at doing their job. If they somehow lose performance on the texture loop stuff, then whatever.

Secondly, the report doesn't make sense as Project M/Brawl aren't texture hash limited games, making me doubt the validity of the regression tests. I have an AMD GPU I test with, so I know the D3D statecache actually helps iwth the AMD video cards. And I'm fairly certain the D3D statecache can't touch CPU emulation.
Find
Reply
11-02-2014, 06:39 PM (This post was last modified: 11-02-2014, 06:52 PM by kirbypuff.)
#8
kirbypuff Offline
The Original White Marshmallow
*****
Posts: 825
Threads: 37
Joined: Aug 2010
(11-02-2014, 06:29 PM)JMC47 Wrote: The Texture Hash thing won't affect GPUs, only CPUs. And if the AMD CPUs are actually slower at it, then that's because they really suck at doing their job. If they somehow lose performance on the texture loop stuff, then whatever.

Secondly, the report doesn't make sense as Project M/Brawl aren't texture hash limited games, making me doubt the validity of the regression tests. I have an AMD GPU I test with, so I know the D3D statecache actually helps iwth the AMD video cards. And I'm fairly certain the D3D statecache can't touch CPU emulation.

Tested on NSMB with EFB to RAM at 4x and 6xIR with texture cache set to 'Safe'.

The state cache (PR #475) does give a *significant* speed boost on any card (NVIDIA and AMD). It's the commit after that one - the small 'optimizations' (PR #1414) which reduces performance on AMD cards and causes the framerate to fluctuate.
Find
Reply
11-02-2014, 11:44 PM
#9
mimimi Offline
Senior Member
****
Posts: 706
Threads: 1
Joined: May 2014
So i tested 4.0-3921 and 4.0-3926 with my AMD Radeon HD7790 with D3D, and 4.0-3926 is faster for me in Wind Waker(40 -> 43 fps, around 30 fps before Kayru's 1st patch) and the New Super Mario Bros title screen(130 -> 133 fps). My Catalyst version is 14.9, my CPU is an Intel Core 2 Duo E6750 clocked at 3.2 Ghz and i'm using Win 7 64 Bit.

For me both changes improved the performance, so -1 on this regression from me.
Find
Reply
11-03-2014, 12:21 AM
#10
Link_to_the_past Offline
Link on steroids really
*******
Posts: 1,767
Threads: 17
Joined: Feb 2010
(11-02-2014, 06:39 PM)kirbypuff Wrote:
(11-02-2014, 06:29 PM)JMC47 Wrote: The Texture Hash thing won't affect GPUs, only CPUs. And if the AMD CPUs are actually slower at it, then that's because they really suck at doing their job. If they somehow lose performance on the texture loop stuff, then whatever.

Secondly, the report doesn't make sense as Project M/Brawl aren't texture hash limited games, making me doubt the validity of the regression tests. I have an AMD GPU I test with, so I know the D3D statecache actually helps iwth the AMD video cards. And I'm fairly certain the D3D statecache can't touch CPU emulation.

Tested on NSMB with EFB to RAM at 4x and 6xIR with texture cache set to 'Safe'.

The state cache (PR #475) does give a *significant* speed boost on any card (NVIDIA and AMD). It's the commit after that one - the small 'optimizations' (PR #1414) which reduces performance on AMD cards and causes the framerate to fluctuate.

Btw those settings are crazy demanding and except efb to ram unnecessary to play the game. You don't need 6x ir unless you have a 4K or higher res monitor and texture cache can be set in the middle and it will work fine.
Find
Reply
« Next Oldest | Next Newest »
Pages (3): 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode