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Latest Comments by Shmerl
Superposition Benchmark, a new GPU stress-testing tool from UNIGINE
11 Oct 2016 at 12:36 pm UTC Likes: 4

I'm waiting for them to support Vulkan in Unigine.

The open source Vulkan driver for AMD 'radv' has been merged into Mesa
7 Oct 2016 at 8:43 pm UTC

Quoting: swickCaching shaders (or rather pipelines, because shaders can compile to different variants with different pipelines) is the responsibility of the application. https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html#pipelines-cache [External Link]
It's good if developers know that and implement such caching. Do actual current Vulkan games implement it?

The open source Vulkan driver for AMD 'radv' has been merged into Mesa
7 Oct 2016 at 8:38 pm UTC

Yes, Vulkan should allow better management and offloading of such tasks to multiple threads. That helps, but it will still be up to developers when to load certain shaders. Some tend to do it at startup, which results in massive compilation right away (that's why some games load so slowly first). Some do it gradually, and try to spread the load more evenly. Either way, as you said, caching should better be done as well. I hope radv developers are planning to implement it. Not sure what happens with radeonsi in this regard (with GLSL shaders).

The open source Vulkan driver for AMD 'radv' has been merged into Mesa
7 Oct 2016 at 8:21 pm UTC

To clarify for those who aren't familiar with how shaders work. Basically, to make cross platform games (i.e. cross hardware), their graphics commands need to be presented in some generic bytecode fashion. In case of Vulkan it's SPIR-V. Then at runtime, special compilers translate that bytecode into hardware specific instructions (differently on each GPU naturally). Optimization happens on that compilation step, but SPIR-V itself isn't as suitable for optimization as NIR (intermediate format used by the Intel drivers). If I understand correctly, runtime compilation will work like this: SPIR-V → NIR → llvm IR → GPU machine code. That's quite some sequence, but it allows producing better optimized result. Trouble is, since it all happens at runtime, it can cause noticeable delays. Caching of compiled result is a common solution of this issue.

The open source Vulkan driver for AMD 'radv' has been merged into Mesa
7 Oct 2016 at 7:53 pm UTC Likes: 1

By that time, radv can be even better already. AMD developers are also considering stopping their current tedious pre-opensourcing review efforts, and instead complete radv with missing pieces. In the end, as long as result is working well and is open, everyone will be happy.

My only concern now is that radv is using extra step of translating SPIR-V into NIR. That makes compilation of sharders longer, and unless they'll be cached (they aren't yet as far as I know), some parts in games will be slower (any time when new shaders are loaded, like at startup, new levels opening and so on). According to developers, using NIR in the middle actually helps getting better optimized result to feed to the GPU, but as I said, actual compilation with extra step is longer.

The open source Vulkan driver for AMD 'radv' has been merged into Mesa
7 Oct 2016 at 7:49 pm UTC Likes: 4

Things are really getting good for AMD. I hope by the time Vega 10 cards will come out, amdgpu + Mesa will be in good shape already. Then I'll finally ditch Nvidia for it (and hopefully the added power of Vega will mitigate some performance lacking that still could remain in Mesa).

Wasteland 3 now on Fig ready to be funded, nearly hit the goal already
6 Oct 2016 at 7:58 pm UTC Likes: 1

Quoting: killyouThey've released ~14 games so far and they need money for the development of another one? Really?
Yes, really. Looks like you aren't familiar with how game studios function. Money made by one game barely can cover costs of the next one, they usually need additional money. Things get even more complicated, when they are working on multiple games at the same time like inXile do.

Wasteland 3 now on Fig ready to be funded, nearly hit the goal already
6 Oct 2016 at 7:55 pm UTC

Quoting: rkfg
As of writing it has 10,621 Backers giving over $2,185,770 against the $2,750,000 goal.
This is not exactly true. Backers have only given $483k as of now and $1700k come from Fig itself. This is an unusual scheme for crowdfunding.
Does Fig funding means those who bought stakes in the game (i.e. they became shareholders)? It's an method they devised, when certain major chunk of funding (something like $1,000 or more) allows you to later share percentage of profits from the sales.

See https://www.fig.co/campaigns/wasteland-3/invest [External Link]

A general guide for the best practices of buying Linux games
6 Oct 2016 at 3:34 pm UTC

Quoting: FutureSuture
Quoting: ShmerlI think someone posted that GOG support told him, that they collect stats on user agents and downloads. But I can't find the source now.
That seems likely judging from the following images:



Interesting catch.