When you hit a memory limitation you fps generally drop to if your lucky 1 to 2 fps. I hit that limit lots when doing a bunch of SLi bug fixing with nvidia back when I was running dual 8800GT's (SLi adds additional overhead that would just go over the 512 megs of ram on the cards). The same thing in windows would happen as well to the same crawling results. Interestingly enough when you ran SLi in DX mode it would not hit that same memory limit. It also seemed to be limited to Ungines benchmarks.
Originally Posted by smitty3268
Extreme it is:
Originally Posted by DoDoENT
Linux 32bit OpenGL ~ FPS: 19.5 / Scores: 492 / Min FPS: 10.7
Windows 32bit OpenGL in WINE ~ FPS: 19.5 / Scores: 491 / Min FPS: 10.7
Windows 32bit OpenGL ~ FPS: 19.1 / Scores: 481 / Min FPS: 10.7
Windows 32bit DX11 ~ FPS: 18.8 / Scores: 473 / Min FPS: 10.7
Mode: 1920x1080 4xAA fullscreen
Binary: Linux 32bit GCC 4.3.2 Release May 20 2010
Binary: Windows 32bit Visual C++ 1500 Release May 21 2010
Operating system: Linux 2.6.36-2.dmz.5-liquorix-amd64 x86_64
Operating system: Windows 7 (build 7600) 64bit
CPU model: AMD Athlon(tm) II X3 450 Processor
CPU flags: 3200MHz MMX+ 3DNow!+ SSE SSE2 SSE3 SSE4A HTT
GPU model: GeForce GTX 460 PCI Express 260.19.29 1024Mb
GPU model: NVIDIA GeForce GTX 460 188.8.131.5290 1024Mb
There you go letting facts cloud your judgment again.
Originally Posted by Shining Arcanine
Thanks for showing the progress of Linux gaming!
It is the only parameter holding back Linux domination.
I do quite a bit of gaming under GNU/Linux. I've listed some of the games I've finished under WINE here:
I'm running a i7 950/GTX480 setup, but even so this is a great topic to look at. I know a long time ago WINE had a huge performance hit on lots of the games I played. Either that's not the case these days, or my newer hardware generally makes any difference unnoticeable. I'm interested to know which.
It's not the only thing, but it is a big piece of the puzzle.
Originally Posted by sabriah
The OpenGL performance in Wine CAN be identical to Windows under certain circumstances, but by default not in all cases. Our OpenGL code contains locking code around each function call (needed for thread safety). This means that if an OpenGL application (usually older applications which do a lot of stuff on the CPU and make tons of GL calls) can be a little slower. I suspect this is the case in OpenArena, but in my past experience the locking didn't affect performance more than lets say 10%, but perhaps it can be worse here in Quake3 based games. (Did you test without sound?) Anyway under normal conditions as you see in things like Heaven performance is the same.
The locks are necessary to support multithreaded D3D devices.
Originally Posted by Thunderbird
Unigine is 100% GPU-bound at extreme settings, so the impact of the locking remains hidden. Quake3 is 100% CPU-bound, so the difference is most pronounced. In general, most games will fall somewhere between these two extremes.
Thanks a million for your excellent reviews and benchnak testings. I als way appreciate them!
I hav just one point that pains me and shurely 20% of the male viewers of your reports. 20% of all men have a red/green colour weakness. this means to view the charts with red and green (and often brown) lines can not be seen by us.
Please have mercy on us and use mor distintive colours. My I humbly suggest blue, orange, red (or brown or green [one of those is fine but not two or all]) black, white, gray.
If you even want to get one step better use different kinds of lines: dotted, hyphens, dot hypen dot etc.
I know we make up only 1/8th of the worlds population, but still be so kind and do not discriminate against a minority of 800 million people.
Thanks in advance!
Patches against pts_Graph and graph-config.xml welcome by your or others that improve the color scheme or make any other visual improvements... http://www.phoronix-test-suite.com/
Originally Posted by mjung
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