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GS: Use stream buffer for vertices/indices/uniforms #4906
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Some of the improvements I got in native resolution on an RTX 2080Ti Need for Speed Most Wanted: Master: 75.49fps Metal Gear Solid 3: Master: 126.76fps World Rally Championship: Master: 93.63fps Sly 3 (at start position): Master: 63.28fps |
Native Res, on AMD R7 360 DBZ Budokai Tenkaichi 3 Sly 2 Half Life |
Native res on an RTX 2060 Super Underground 2 Native res on an RX 570 Underground 2 |
1070, native res, no blending Tomb Raider Angel of Darkness Hitman Contracts (GS heavy) Syphon Filter Dark Mirror: Drakan Ancients Gates: MDK2 (margin of error, mostly unchanged): Hitman 2 (margin of error, unchanged) Call of Duty Finest Hour (margin of error, unchanged): |
With my overclocked 3070, the performance uplift is a tidy bit higher compared to the refraction scores but nothing mind-blowing in comparison. Metal Gear Solid 3 for example: Master: ~129fps However, it is worth mentioning that the performance boost is especially notorious on GS limited games and when running with the frame-limiter off, Oni for example goes from ~24fps to ~65fps in the worst case scenario (kind of linked to this issue #4813), but this doesn't really close it as the perf impact is still present. video.mp4The incredibles water scenes would be a nice test too, but I don't have the game near to me right now, easy tho, just load the "Nomanisan" level and walk near of a water surface. |
NULL still crashes on Windows. |
It's "NVIDIA Corporation" on Macs, and on Windows we don't support any GL3 GPUs anyway.
Description of Changes
This provides a serious performance improvement for AMD on Windows. For example, in Half-Life, performance goes from around 50fps to 130fps.
Unfortunately this is built on my GL context refactor, so this PR will appear huge until that's merged. The last two commits are the ones to look at.Rationale behind Changes
Stalling the GPU all the time is slow.
Suggested Testing Steps
Make sure games aren't broken. GS heavy games in particular would be a good test.