Comment # 55
on bug 97879
from Timothee Besset
Rocket League uses an async I/O thread to stream in content in the background. That thread works off of a queue and only does disk reads and decompression (it doesn't issue any OpenGL calls for instance, that happens on a dedicated render thread). The CPU usage you are seeing out of Rocket League is this thread being busy with decompression. This is generally normal and not an indication of a problem. However, when running with radeonsi, the async I/O thread is performing very poorly. Much, much worse than with amdgpupro. To the point that the main thread has to wait for async and causes a significant hitch (up to 4 seconds in some logs I captured). I tend to agree that this problem is not related to shader compilation. The bumps from shader compilation are barely showing up in profiles. But it's definitely made a lot worse by running on radeonsi. On the same system with amdgpupro those same hitches can happen but they are in the 100/200ms range. At this point of the investigation, and due to scheduling constraints, I am likely only going to come back to this once Timothy Arceri has a shader cache implementation available. I suspect this will not help significantly but let's hope I'm wrong there. In the meantime there are some log files from the async thread compared between radeonsi and amdgpu-pro if someone feels like extracting some possibly useful data: https://www.dropbox.com/s/d73jk66uhfrhv8l/amdgpupro-compressedread-timings.log?dl=0 https://www.dropbox.com/s/1xfl3l24f5buzs0/radeonsi-compressedread-timings.log?dl=0
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