Latest Comments by Creak
Valve are working on a new design for the Steam client
1 Mar 2017 at 1:04 pm UTC Likes: 8
1 Mar 2017 at 1:04 pm UTC Likes: 8
They should make an open source client...
Civilization VI released for Linux, video and port report (updated)
10 Feb 2017 at 5:24 pm UTC
It would need more investigations though, just to be sure that all the cores are effectively used.
Now, if it's true, I'd really be interested in knowing why Asypr couldn't have multi-threading on their port (and I'm talking about the whole game engine multi-threading, not just the renderer). Maybe that was the part of the "evaluation" problem.
10 Feb 2017 at 5:24 pm UTC
Quoting: M@GOidCheck out this image I putted in my first post on page 1. There is no way a FX8350 would be on par with a Core i7 4770k if the game is only mono-thread in Windows. And pay attention to the i7 in the top spot, is a 8 core part, like the one Liam uses.Indeed.
It would need more investigations though, just to be sure that all the cores are effectively used.
Now, if it's true, I'd really be interested in knowing why Asypr couldn't have multi-threading on their port (and I'm talking about the whole game engine multi-threading, not just the renderer). Maybe that was the part of the "evaluation" problem.
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 3:52 pm UTC Likes: 4
10 Feb 2017 at 3:52 pm UTC Likes: 4
I know that I won't change the mind of all the users in this forum, but if I can convince you @liamdawe that GL threaded is good, but not "that good", and that the game engines can be multi-threaded even without the GL threaded feature. Then maybe you would post new articles that won't get the hopes too high for your users.
As a developer in the game industry for 11 years now, I have some knowledge. I completely understand that you don't have to trust me on what I'm saying, but you have access to people that you trust more (Valve, Feral, Aspyr, ...). Ask them your questions like: "is it possible to do some multi-threading in a game engine even though there is no threaded GL?" or "What kind of algorithms can be multi-threaded in an engine apart from the 3D part?"
On my side, I won't say more about this, because I can feel that I'm getting angry at fighting against hopes and beliefs, and that can be very frustrating.
As a developer in the game industry for 11 years now, I have some knowledge. I completely understand that you don't have to trust me on what I'm saying, but you have access to people that you trust more (Valve, Feral, Aspyr, ...). Ask them your questions like: "is it possible to do some multi-threading in a game engine even though there is no threaded GL?" or "What kind of algorithms can be multi-threaded in an engine apart from the 3D part?"
On my side, I won't say more about this, because I can feel that I'm getting angry at fighting against hopes and beliefs, and that can be very frustrating.
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 3:35 pm UTC
10 Feb 2017 at 3:35 pm UTC
Quoting: liamdaweThat's outdated, it's now enabled by default in the driver and NVIDIA stop if it detects that it's reducing performance...apparently.Be careful here, they're just talking about the threaded GL optimization. My link is about all the other tweaks that are done in the NVIDIA drivers and are game specific.
See this driver update: https://www.gamingonlinux.com/articles/nvidia-37809-beta-driver-released-adds-opengl-threaded-optimizations-by-default-and-more.8940
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 3:32 pm UTC
To be perfectly clear, I never said threaded GL is a bad idea. It's a very good idea in fact. But it won't have the effect on performances that most of the forum users here seem to hope.
A game engine that only use 1 cpu has a lot more problems than Vulkan or threaded GL!
10 Feb 2017 at 3:32 pm UTC
Quoting: STiATThey need to get this done, and it's a lot of work. That's why I always say be careful, we'll probably not see the first real DX12/Vulkan games before next year. They're using the technology, but by far not optimized.I completely agree. I was referring to Vulkan because of the same feeling that "Vulkan will save us all" but for threaded GL.
To be perfectly clear, I never said threaded GL is a bad idea. It's a very good idea in fact. But it won't have the effect on performances that most of the forum users here seem to hope.
A game engine that only use 1 cpu has a lot more problems than Vulkan or threaded GL!
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 3:26 pm UTC
10 Feb 2017 at 3:26 pm UTC
Quoting: MblackwellNvidia's current driver doesn't have a whitelist for multithreading, instead it enables it on everything and performs some heuristics and disables it on the fly if performance is being affected.I'm not sure it's "on the fly", I think it's more integrated profiles for specific games, as better explained here: https://www.quora.com/How-does-Nvidia-optimize-specific-games-via-driver-updates?share=1 [External Link]
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 2:54 pm UTC
http://phoronix.com/scan.php?page=news_item&px=Mesa-RFC-DRIRC-Compat-Change [External Link]
10 Feb 2017 at 2:54 pm UTC
Quoting: CreakAbout the whitelist, today it's "just" threaded GL, but if we open this door, a lot of other features will get in this whitelist as well.Well.. it was even faster than I expected... :(
http://phoronix.com/scan.php?page=news_item&px=Mesa-RFC-DRIRC-Compat-Change [External Link]
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 2:44 pm UTC Likes: 1
10 Feb 2017 at 2:44 pm UTC Likes: 1
I think that GL threading is definitively not the silver bullet. I know... I keep posting that everywhere, but GL threading is almost the same as the threading capacities in Vulkan. And in the end, look at the benchmark differences between OpenGL and Vulkan: zero. Some games win a bit, but not that much, and some games loose a bit too.
For instance, look here: http://www.phoronix.com/scan.php?page=article&item=mesa-17-radeon&num=1 [External Link]
The improvements between 13.0 and 17.0 are very impressive on the RADV (kudos to the devs!), but if you compare the 17.0 results in Dota 2 for Vulkan and OpenGL, OpenGL wins all the time! And as for The Talos Principle, Vulkan is now just on par with OpenGL performances.
I'll repeat that again: multi-threading the renderer is, of course, a good thing, but a game engine is not just a 3D engine.
Edit:
About the whitelist, today it's "just" threaded GL, but if we open this door, a lot of other features will get in this whitelist as well.
For instance, look here: http://www.phoronix.com/scan.php?page=article&item=mesa-17-radeon&num=1 [External Link]
The improvements between 13.0 and 17.0 are very impressive on the RADV (kudos to the devs!), but if you compare the 17.0 results in Dota 2 for Vulkan and OpenGL, OpenGL wins all the time! And as for The Talos Principle, Vulkan is now just on par with OpenGL performances.
I'll repeat that again: multi-threading the renderer is, of course, a good thing, but a game engine is not just a 3D engine.
Edit:
About the whitelist, today it's "just" threaded GL, but if we open this door, a lot of other features will get in this whitelist as well.
Getting the 'threaded GL dispatch' code into Mesa is causing some issues, Valve might use a white-list
10 Feb 2017 at 2:26 pm UTC Likes: 1
10 Feb 2017 at 2:26 pm UTC Likes: 1
Oh "whitelist"... I don't like where this is going...
This is exactly what proprietary NVIDIA and (ex-)AMD drivers do and it has a lot of repercussions on the maintainability and stabilization of the drivers. It is also a pain in the ass to debug since each and every games will have their own special tweaks specified in the drivers, which means more code paths to debug.
Oh this is a BAD idea..
This is exactly what proprietary NVIDIA and (ex-)AMD drivers do and it has a lot of repercussions on the maintainability and stabilization of the drivers. It is also a pain in the ass to debug since each and every games will have their own special tweaks specified in the drivers, which means more code paths to debug.
Oh this is a BAD idea..
Civilization VI released for Linux, video and port report (updated)
10 Feb 2017 at 1:01 pm UTC
It's the whole engine that has to be multi-threaded and take the most of the CPU cores. And if OpenGL is a problem, you keep it synchronized on one core. Yes, it's going to be a bottleneck, but at least everything else in your frame has been multi-threaded and that is here that you will win the most.
Actually, I would really be interested in CPU consumption on Windows. If it's the same as on Linux, it means that Aspyr simply did their best, but if it has multi-threading, it means that Aspyr could really do better with their ports.
10 Feb 2017 at 1:01 pm UTC
Quoting: TheRiddickWondering if the GL Threading patch that's being worked on could help this title since its CPU bounded pretty hard?As I said in my previous comment, multi-threaded OpenGL is not really the problem here. Sure, multi-threaded rendering would help, but not that much. A 3D engine is just a part of the whole engine, multi-threading it is good, but it's not the silver bullet you would expect.
It's the whole engine that has to be multi-threaded and take the most of the CPU cores. And if OpenGL is a problem, you keep it synchronized on one core. Yes, it's going to be a bottleneck, but at least everything else in your frame has been multi-threaded and that is here that you will win the most.
Actually, I would really be interested in CPU consumption on Windows. If it's the same as on Linux, it means that Aspyr simply did their best, but if it has multi-threading, it means that Aspyr could really do better with their ports.
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