Comment # 14
on bug 95474
from Marek Olšák
I've done some profiling. Bioshock Infinite: - the game is CPU-bound most of the time - some small performance enhancements have landed already - the FenceSync optimization is a work in progress, expect a 30% improvement - most of the scratch buffer usage is for private memory, not VGPR spilling (this may be a defect in our indirect indexing) - if I'm not taking private memory usage into account, it's still in top 2 of the worst VGPR spilling apps DiRT Showdown: - the game is GPU-bound - there are a bunch of very slow pixel shaders using while loops, it's unclear how to make them faster - most of the scratch buffer usage is for VGPR spilling - it's in top 2 of the worst VGPR spilling apps
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