You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Driver: Mesa 23.2.1 (stock) or Mesa 24.0.7 (self built).
In the Thunder map, I suspect the bottleneck comes from rendering something in that room and/or the outside. It can be the electric arc effect on those pillars, and/or the lightning effect on the top of the outside of the building, as this room as huge windows on the outside. Leaving that room and losing sight with the outside brings back performance, leaving that room without losing sight with the outside keeps the performance low.
In the Vega map, I suspect the bottleneck comes from rendering that globe or something around that globe. From the 4 sides of the room, I recover performance by turning back to that globe.
I identified places were just turning around the view enables/disables the performance loss in both maps.
Thunder, -30 -1497 10 -20 0:
Thunder, -30 -1497 10 112 0:
Vega, 667 -1792 176 0 0:
Vega: 667 -1792 176 -180 0:
As you see, just turning around the head without moving from the place you are enables/disables the cause of the bottleneck.
I'm trying to investigate a huge performance drop affecting some low-end cards.
I currently suspect:
Sky performance cost #849 (comment)
Here is the Thunder map, lowest preset,
640×480resolution, default spectator scene (1024 -3456 448 -90 0), 3fps:Here is the Vega map, lowest preset,
640×480resolution, default spectator scene (1472 -1792 176 -180 0), 5fps:This configuration is expected to achieve
20~30fps60fps.The testbench is a very low-end config, one of my favorites for identifying bottlenecks:
In the Thunder map, I suspect the bottleneck comes from rendering something in that room and/or the outside. It can be the electric arc effect on those pillars, and/or the lightning effect on the top of the outside of the building, as this room as huge windows on the outside. Leaving that room and losing sight with the outside brings back performance, leaving that room without losing sight with the outside keeps the performance low.
In the Vega map, I suspect the bottleneck comes from rendering that globe or something around that globe. From the 4 sides of the room, I recover performance by turning back to that globe.
I identified places were just turning around the view enables/disables the performance loss in both maps.
Thunder,
-30 -1497 10 -20 0:Thunder,
-30 -1497 10 112 0:Vega,
667 -1792 176 0 0:Vega:
667 -1792 176 -180 0:As you see, just turning around the head without moving from the place you are enables/disables the cause of the bottleneck.