rsx: Allow longer dispatch queues to accomodate games with high draw call count #12530
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Ideally, we should never use up the resource pool. It is usually a bad sign when we exhaust the allocations provided and I intentionally capped this to allow for optimizations. However, as more and more titles start becoming playable, we start seeing games with traditionally high draw call counts (in the 6-10k range per frame) getting to a performance level that is acceptable. As such, I'm bumping the resources to alleviate draw call pressure and let them push the hardware even further.
This is mostly visible in titles with ZCULL/occlussion query spam (R&C future series is infamous for this) where the number of vulkan submits drops by half with this change. Drivers don't like getting spammed with submit requests, so this change improves frame stability in the worst moments.