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- New Steam Controller 2 and VR controller designs got leaked
- Huge new Proton 9.0-4 update for Steam Deck / Linux now in need of testing
- Mesa 24.3.0 graphics drivers for Linux released with many new features and bug fixes
- Steam Deck OLED wins Best Gaming Hardware in the Golden Joystick Awards 2024
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It's simply broken in 2.21 (for me + nvidia at least)
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Yep, also a few patches by Matteo Bruni. I think those should replace mips patches in staging.
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Very interesting patch set but dont seems affects DX11, stay focus mainly for DX8-DX9 clip planes (only left henri verbeet aprove)
However very interesting patch set
^_^
System was a i7 4790+GTX 970. Game appeared to render flawlessly, but I only did the start bit until entering the town so I could do some repeated running around. FPS was pretty low regardless of resolution and settings. What made the game practically unplayable was the horrid input lag. Sometimes Geralt kept running for several seconds after releasing the key. The odd thing was, during that time I was perfectly able to rotate the view.
I used the Wine fps debug to check some runs around the town and got about 15-20 FPS, CPU load 250%-270% and GPU load 50%-60%. So heavily CPU bound, as expected. I also experienced occasional lag spikes. Especially in cut scenes where it even caused the lip desyncing.
To get a better idea about what Wine was doing, I also built "Oprofile 1.2.0" and did some profiling. However, I don't think my understanding of that system is good enough to draw any definitive conclusions. However, what it appears to show was the following:
- ~30%-35% of the time spent in wined3d
- ~35%-40% of the time spent in witcher3.exe
- ~6%-8% of time spent in nvidia opengl lib.
The Wine wiki says "If more than 5% CPU time are spent in wined3d this is suspicious.", so this result appears to suggest that something is not going right in wined3d. However, the time results for wined3d.dll kept switching between two function: shader_glsl_generate_ffp_fragment_shader and shader_arb_load_constants_f. I'm not really sure what I should make of that. However, I do find it odd that the first one could be hit so often, since I wouldn't expect the generation of shaders to go on continuously. Unless, of course, this exactly the problem that only happens on nvidia.
I tried to analyse using the "callgraph" feature, but this suggested that most of the time was spent for witcher3.exe in a function called "ntdll.dll:enumerate_key", which seems highly unlikely.
Anyway, maybe these results can prod the TW3 owners to try some more in depth testing and maybe comparing some profiling results between Mesa and Nvidia.
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Yep, I'll update the instructions, but now there is no way to consistently apply that to Wine master. Staging needs a catch up.
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Is oprofile better than let's say regular perf?
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Can you please post them here: https://bugs.winehq.org/show_bug.cgi?id=42592
No idea. I took oprofile because it was recommended here. I had no time to investigate further.