Game porter Timothee Besset, who did the Rocket League [Steam] port, has posted on the bug report about Rocket League freezing up a lot on Mesa to note that he has started working on the issue.
From the bug report:
Timothee BessetHello! I have started working on this. I haven't found the root cause yet but I will update here when I have something.
(For context, I did the initial port work for Psyonix. I just recently got a radeonsi setup together so I can look at this now.)
This is fantastic news, as it was originally thought to be an issue with Mesa not yet having a shader cache, but that appears to not be true.
Hopefully before too long Rocket League on Mesa will be a much smoother experience.
Even on NVIDIA, Rocket League does stutter at times, especially when a car explodes it seems to make the game jump about a bit.
Really great to see the port being supported nicely like this, as it's a favourite game of mine that was more than worth the wait.
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Let's hope this results in performance improvements across the board. The port is great, but not perfect.
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I noticed that radeonsi tends to stutter: ie. Shadow of Mordor or Tomb Raider have stuttering. Recently I played Deadlight using Wine+Gallium Nine and it has stuttering too when changing a scene. IMHO it has longer shaders compile time.
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I noticed that radeonsi tends to stutter: ie. Shadow of Mordor or Tomb Raider have stuttering. Recently I played Deadlight using Wine+Gallium Nine and it has stuttering too when changing a scene. IMHO it has longer shaders compile time.
Tomb Raider even stutters on my NVidia GTX 1050 ;-).
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Ooh, very nice.
For shader compile time, IIRC there was some talk about disabling some optimization in a first compilation pass to make it faster, and compile it better later. I don't remember if it was merged or not.
I also have some graphical issues with Rocket league, though they were solved by disabling some check boxes in the settings. The game played fine, but I had some black zones on screen. Check out my screenshot library on Steam if interested.
Playing on r600, of course, but other than that and the occasional freeze (can take up to 40 seconds when beginning a match, although lowering the settings helped), It works pretty well.
Last edited by MayeulC on 25 January 2017 at 8:02 pm UTC
For shader compile time, IIRC there was some talk about disabling some optimization in a first compilation pass to make it faster, and compile it better later. I don't remember if it was merged or not.
I also have some graphical issues with Rocket league, though they were solved by disabling some check boxes in the settings. The game played fine, but I had some black zones on screen. Check out my screenshot library on Steam if interested.
Playing on r600, of course, but other than that and the occasional freeze (can take up to 40 seconds when beginning a match, although lowering the settings helped), It works pretty well.
Last edited by MayeulC on 25 January 2017 at 8:02 pm UTC
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How about fixing the crashes after the matches, huh?
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This is great news, to be sure! RL is definitely the most-played game overall on my Steam machine.
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Unfotunately, straight from the bug report from Timothee Besset:
"... when running with radeonsi, the async I/O thread is performing very poorly."
and
"At this point of the investigation, and due to scheduling constraints, I am likely only going to come back to this once Timothy Arceri has a shader cache implementation available."
The async IO thread in question is the Rocket League's asset streaming IO thread, which apparently is the cause for the hiccups. Other, good news though is that Timothy Arceri is starting on soon bringing the on-disk shader cache to radeonsi, which might help with this issue as well (although the more it is investigated, the more it seems to point that it is not). Well, at least it should help with other games if not RL.
Last edited by ZodiacMentor on 25 January 2017 at 5:19 pm UTC
"... when running with radeonsi, the async I/O thread is performing very poorly."
and
"At this point of the investigation, and due to scheduling constraints, I am likely only going to come back to this once Timothy Arceri has a shader cache implementation available."
The async IO thread in question is the Rocket League's asset streaming IO thread, which apparently is the cause for the hiccups. Other, good news though is that Timothy Arceri is starting on soon bringing the on-disk shader cache to radeonsi, which might help with this issue as well (although the more it is investigated, the more it seems to point that it is not). Well, at least it should help with other games if not RL.
Last edited by ZodiacMentor on 25 January 2017 at 5:19 pm UTC
1 Likes, Who?
How about fixing the crashes after the matches, huh?
When you search complex bugs sometimes you end up fixing tons of others, maybe it will be the case this time.
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