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The test are made on a laptop with AMD GPU, using mesa and amdgpu driver.
Wine staging 3.3.
Test maed using DRI_PRIME=1 to force discrete gpu
The test were made only with CSMT active.
FPS wise there isn't a sigificative improvement, between 20-40 FPS with or without PBA patchset.
Without PBA sometimes the game drop to 10 FPS (expecially when casting).
With the PBA patchset the game keep a better on operations that will result in a framerate drop without PBA. In some case the drop still happen but it is less noticeable.
With PBA there is no noticeable difference between mesa_glthread=false and mesa_glthread=true, instead there is a difference without PBA.
When I was testing PBA, I have an unexpected close (without crash) when I tried to load waterfront. I was with WINEDEBUG=-all, so I could not get a trace if it existed. I was unable for now to reproduce the issue with WINEDEBUG=warn+all.
In the last case I'm getting in the log:
0034:fixme:d3d_perf:wined3d_buffer_map Fences not used for persistent buffer maps on CS thread, using glFinish.
The text was updated successfully, but these errors were encountered:
The test are made on a laptop with AMD GPU, using mesa and amdgpu driver.
Wine staging 3.3.
Test maed using DRI_PRIME=1 to force discrete gpu
The test were made only with CSMT active.
FPS wise there isn't a sigificative improvement, between 20-40 FPS with or without PBA patchset.
Without PBA sometimes the game drop to 10 FPS (expecially when casting).
With the PBA patchset the game keep a better on operations that will result in a framerate drop without PBA. In some case the drop still happen but it is less noticeable.
With PBA there is no noticeable difference between mesa_glthread=false and mesa_glthread=true, instead there is a difference without PBA.
When I was testing PBA, I have an unexpected close (without crash) when I tried to load waterfront. I was with WINEDEBUG=-all, so I could not get a trace if it existed. I was unable for now to reproduce the issue with WINEDEBUG=warn+all.
In the last case I'm getting in the log:
0034:fixme:d3d_perf:wined3d_buffer_map Fences not used for persistent buffer maps on CS thread, using glFinish.
The text was updated successfully, but these errors were encountered: