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Spec Ops: The Line Gets Boosted On Mesa With GL Threading

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  • Spec Ops: The Line Gets Boosted On Mesa With GL Threading

    Phoronix: Spec Ops: The Line Gets Boosted On Mesa With GL Threading

    For fans of the 2012 video game Spec Ops: The Line that was brought to Linux in 2015, this Unreal Engine 3 powered title should run faster with the newest Mesa...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    Good article but could be add some manual tests (saint row games will be interesting too)

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    • #3
      very excellent! One of the best game 've ever played. A simple question How is it ported? 32 64bit? Is it opengl origina? How to get this information?
      Last edited by Azrael5; 09 October 2017, 11:32 AM.

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      • #4
        Originally posted by Azrael5 View Post
        How is it ported?
        Virtual Programming eON.

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        • #5
          Good Port. Runs 4k almost 60 fps on fury x with fx8350 even without glthreading.

          Michael : time to fix that spec ops benchmark profile

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          • #6
            Since this game has a few years of the launch on Linux, it serve as a good point to measure the advances of Mesa. I remember playing it with low performance and very crashy. Now it is rock solid and it runs on more FPS than my 120Hz monitor can display. Kudos to all that made this happen.

            As of the game per se, is the closest we can get of Gears of War. Is a nice game on its on right, with a very mature story and nice gameplay. And it is delightful on a Steam Controller.

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            • #7
              Helps WineHQ a lot. Wine has wrong thread model, native 4 threaded D3D11 games run with only one thread + CSMT. They should be running with 4 translation threads + 4 native OGL threads and without any class of treaded optimizations. Thread hacks are needed for single threaded games, ported from consoles like "Witcher2". There you should forcibly dispatch the entire rendering mechanism to a second thread, saving 30-50% overhead. When they will admit that they don't now what they are doing and ask for help on some departments? Also Gallium Nine's CSMT doesn't offload the first core on ported single threaded games either, tested on "Witcher2".

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              • #8
                Originally posted by artivision View Post
                Helps WineHQ a lot. Wine has wrong thread model, native 4 threaded D3D11 games run with only one thread + CSMT. They should be running with 4 translation threads + 4 native OGL threads and without any class of treaded optimizations. Thread hacks are needed for single threaded games, ported from consoles like "Witcher2". There you should forcibly dispatch the entire rendering mechanism to a second thread, saving 30-50% overhead. When they will admit that they don't now what they are doing and ask for help on some departments? Also Gallium Nine's CSMT doesn't offload the first core on ported single threaded games either, tested on "Witcher2".
                Witcher 2 just performs terribly even is native windows. It is badly coded.

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                • #9
                  Yeah, it was probably my first game which i played exclusively on linux. Nice to hear that it runs better these days

                  Originally posted by eydee View Post

                  Witcher 2 just performs terribly even is native windows. It is badly coded.
                  What are you talking about? I've played in windows with c2d 2,5gh + hd7770 (1gb) on mid/high. In linux... so there were some problems but it should work quite well* now.
                  @artivision,
                  Witcher2 ain't console port.

                  *quite well for "wrapper" port ofc

                  edit:
                  oh, it pass too many years. c2d & hd7770 it was for witcher3 (windows) and witcher2 (linux), whatever.
                  IIRC i've played witcher2 with nvidia 9600GT + pentium dual core e2180
                  Last edited by frosth; 10 October 2017, 05:55 AM.

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                  • #10
                    Originally posted by artivision View Post
                    Helps WineHQ a lot. Wine has wrong thread model, native 4 threaded D3D11 games run with only one thread + CSMT. They should be running with 4 translation threads + 4 native OGL threads and without any class of treaded optimizations. Thread hacks are needed for single threaded games, ported from consoles like "Witcher2". There you should forcibly dispatch the entire rendering mechanism to a second thread, saving 30-50% overhead. When they will admit that they don't now what they are doing and ask for help on some departments? Also Gallium Nine's CSMT doesn't offload the first core on ported single threaded games either, tested on "Witcher2".
                    You are completely wrong. The reason CSMT has a single GL worker thread is because GL is inherently single threaded. A GL context can only be owned by one thread at once, and switching contexts is an expensive pipeline stalling operation. Likewise creating contexts which share resources is a slow path. It is "faster" to marshall all of the work onto one thread, which is exactly what CSMT and eON do. It is a fundamental limitation of GL.

                    Witcher 2 is not single threaded.

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