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Cyberpunk 2077 performance is reduced since commit bcfc25c9 #2215
Comments
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What is holocall? Is there a way to visualize the CSV files or get any useful numbers out of them? What kind of performance delta are we talking about? I don't really see why the commit in question would regress performance since it can't really pessimize synchronization compared to previous code (which had far more issues in that regard). |
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Need a fast way to repro in game then. |
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Savegame where you have to do a holocall as soon as you load in for quick reproduction: |
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Can't reproduce with the savegame above, in both cases it's sitting at pretty much exactly 100 FPS when starting the call, tad more without the call. This is on a 6900XT with mesa-git from a couple of days ago. |
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Can reproduce now, but only when starting a new game with raytracing enabled. |
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This seems related to a kernel performance bug on amdgpu. Guess we'll have to find a workaround ... |
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This should be fixed now on master. |
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Yes, it's fixed. Thanks! |

Cyberpunk 2077 performance is reduced, especially during holocalls.
Toggling the MangoHud overlay on during holocalls seems to increase the fps somewhat (but performance is still not at the expected level).
The commit that caused this issue is bcfc25c9.
Software information
Cyberpunk 2077, run with these graphics settings. I also have gamescope, ReShade, and MangoHud enabled but the issue still exists with all of them disabled.
System information
Log files
steam-14489251341945274368.log
These are performance logs taken using MangoHud with a holocall initiated in the middle of the run. You can see that the affected commit causes a drop in performance overall, but a severe drop during the holocall.
cf34c0bd: Cyberpunk2077_2024-11-14_19-35-45.csv
bcfc25c9: Cyberpunk2077_2024-11-14_19-40-33.csv
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