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Can y please elaborate? Y applied all staging patches or only the 4 that are important for TW3? And most interested in this:
Modified 0001-wined3d-Do-not-pin-large-buffers.patch to use 0x80000 instead of 0x10000
What does it make exactly? And improves it performance in general e.g. for Vega too?
Thx
Edit: looked into the patch. Its easy to change. I will try it too.
Ok, understand that. My installation gave me some heartstopping moments - I put the card in the case after installation and forget to connect the power cables, turn on and nothing :P
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Good tests however must wait for staging 2.21
And other important thing is nvidia cards depend of higher frecuency and higher ipc cpu aka ryzen is slower (still oc)
i5 8600K at 4.5ghz or more (5.0ghz will be ideal) is highly recommended
^_^
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You can use higher frequency RAM for improving that.
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Memory improve some, in coffelake is notorious between ddr4 2666mhz and ddr4 3200mhz
But in wine cpu frecuency have final word in performance (especially on nvidia gpus), especially coffelake at 4.8ghz or more
Ideal cpu maybe appears when a cpu can give 300 points* in cinebench R15 single thread
*80-90% more single thread performance than ryzen at 4.0ghz
Maybe some day wine left single thread performance dependency
^_^
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I mean IPC / thread performance and for Ryzen, not for Intel. I was commenting on "aka ryzen is slower". Faster RAM makes inter-core bus be faster.
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As commented before memories help but in wine dont offer same improve compared cpu frecuency (single thread performance is more important, ryzen lack of good single thread and higher frecuencies)
For before cited reason intel at more 4.8ghz or more is highly recommended, however before cited cpus is very good but is dont be ideal cpu for wine (single thread performance)
^_^
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Not sure exactly but since it was one of the key patches I tried running with same, smaller and larger.
For my particular setup looks like 0x80000 gave a bit more performance.
Your experience might vary due to different GPU?
So, pure experimentation without knowing what I am doing. :-)
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It changes the limit at which the buffer is not pinned. As the comment there says:
If you increase it, it will not pin only even larger buffers. I.e. increasing it means basically further reducing cases when the patch is used.
So I dont know if with padoka mesa 17.3 amdgpu_pm_info is false and the card works like intended or if with oibaf mesa 17.4 the card clocks much more like intended but wine / mesa 17.4 is so inefficent that the higher clock cant translate in higher fps ... very strange
Edit: found this:
https://lists.freedesktop.org/archives/dri-devel/2017-November/157694.html
drm/amdgpu/powerplay/vega10: fix typo in register base index
maybe this fixes in 4.15 (cross my fingers that all changes make it to 4.15) the strange clocking of Vega
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https://devtalk.nvidia.com/default/topic/1025576/linux/multihead-rendering-performance-issue-/
Not directly related to problems seen here of course, but my take on the above is that it smells of global locks.
I.e. that is one reason that the four cards (driver) affect each other.
EDIT: just found the global wined3d_mutex_lock/unlock - didn't go looking until now - looks like a good place to start digging deeper. Global shared lock for everything related to wined3d. IMHO Will not scale on multiple threads, especially not on Ryzen's design with CCXs. Might be I totally misunderstand how it is implemented though. :-)
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Were you able to build 2.21 with those staging patches? They fail to apply for me. Staging should catch and be rebased on 2.21 first.
Its not so much fun to test with my patchy setup ... 17.3-rc3 gl_thread works, with rc4 no and so on ... the utilization of the card differs so much, the patched 4.14 kernel etcetc
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40 fps, no flickering
OpenGL renderer string: AMD Radeon (TM) RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-1-amd64, LLVM 5.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.3.0-devel (git-43a6e84927)
20-30 fps, flickering
OpenGL renderer string: AMD Radeon (TM) RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-1-amd64, LLVM 5.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.4.0-devel (git-386f6cd041)
Must be some kind of regression. I can open a separate bug about it.
I wonder though if newest Mesa needs a newer kernel to work better.
I also noticed that now at least one core is always loaded for me at 100%.
Despite that its amazing to see the progression of wine. Thumbs up and kudos to the developers.
ps: Does the patch work for y with the invisible surfaces? I think that are the two most annoying bugs: invisible hounds and invisible surfaces. Or are there more? With 2.21 I dont get any more freezes. I tried yesterday 2.20 staging and within 5 minutes (near Novigrad) the whole PC freezes
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When I'll have time, I'll try to narrow down the change in Mesa that caused performance regression and flickering.