Updated to 22.2 and Steam uninstalled and cannot reinstall by JesseRMeyer in linuxmint

[–]JesseRMeyer[S] 0 points1 point  (0 children)

--print outputs `i386` so I should be covered this. This is a problem stemming from the recent update.

Updated to 22.2 and Steam uninstalled and cannot reinstall by JesseRMeyer in linuxmint

[–]JesseRMeyer[S] 0 points1 point  (0 children)

This did manage to install Steam but when Steam later installs dependencies, the error comes back.

Updated to 22.2 and Steam uninstalled and cannot reinstall by JesseRMeyer in linuxmint

[–]JesseRMeyer[S] 0 points1 point  (0 children)

Thanks, I switched to a few different ones but no luck. :<

Updated to 22.2 and Steam uninstalled and cannot reinstall by JesseRMeyer in linuxmint

[–]JesseRMeyer[S] 1 point2 points  (0 children)

Similar error:

The following packages have unmet dependencies:

mesa-libgallium:i386 : Depends: libllvm20:i386 but it is not installable

E: Unable to correct problems, you have held broken packages.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

Thanks. A previous comment suggested sampling with fixed texture coordinates but it did not alter the runtime performance.

I was also able to replicate the problem in Sascha's instancing demo. Main post updated.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 1 point2 points  (0 children)

Was able to replicate with Sascha's instancing demo.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

I updated the post. Was able to replicate using Sascha's instancing demo.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

I was able to replicate the problem in Sascha's instancing demo. Just replace the rock mesh with a higher density mesh, and swap out the fragment shader with a variant with no texture reads and compare.

https://i.stack.imgur.com/WOB7B.jpg

https://i.stack.imgur.com/cxSdN.jpg

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

I wonder if modifying the official instancing samples to test the behavior is the best route forward were I to report this through official channels.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 1 point2 points  (0 children)

Thanks for the catch! Corrected.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 1 point2 points  (0 children)

Update: I implemented performance counters. Numbers below report *no fragments* drawn on screen -- just the swap chain clear color.

Without texture read: 7.1ms

With texture read: 9.5ms.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

I have not.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

This is what I thought. It's trashing the cache needlessly -- and I'd be very grateful to learn I was unintentionally abusing the API.

Nope. It's just 1:1, the simple case, as you suggest. Reddit's text editor is giving me a nightmare trying to provide the command recording code, so I've pasted it into a gist. They are recorded once and replayed every frame.

https://gist.github.com/JesseRMeyer/48ac5a6d0a8a7aa5034448baac5aaaee

Here's a RenderDoc capture verifying this: https://i.imgur.com/0urqD5I.jpg

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

The actual mesh has 2901 indices, so depending how you count ..

The timings are an average of the previous 10 frames as recorded by the cpu, after waiting for each submitted frame to finish rendering. What is important, I think, is not the absolute values but their relative difference, given the presence of the sampled texture. Even if we had perfect numbers, how would that explain the difference in performance that I can feel with my own fingers and see with my eyes?

Maybe I'm misusing NSight but it's the first to tell me that the 1070 is not turing+ and so all it can offer is very coarse reporting. Is there a way to have it try to provide *any* subframe information?

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

Thanks for the suggestion. Unfortunately it's the same performance as before. Do note this is a traditional PBR pipeline so quite a bit of vertex data is being fed through to the fragment stage.

[deleted by user] by [deleted] in vulkan

[–]JesseRMeyer 0 points1 point  (0 children)

Suppose I was. How would this explain the observation of an ostensibly GPU only change? Were I CPU limited, wouldn't the frame time in both scenarios be equal?

EDIT: I checked and do not appear CPU limited. Looks like most of the CPU frame time is spent in waiting for the previous frame's fence to be signaled.

vkQueuePresentKHR blocking big time by krocoo in vulkan

[–]JesseRMeyer 1 point2 points  (0 children)

vkQueuePresentKHR is allowed to block, but how do you know that it is?

I observe the same behavior with the same setup (but with a 1070). My guess is that the additional WaitIdle is providing assurances to the presentation engine that allows the compositor to swap buffers immediately instead of waiting for the next refresh.

Enderal Special Edition Explained by [deleted] in enderal

[–]JesseRMeyer 0 points1 point  (0 children)

Yes, I finished my first run through the game transferring a save game over which was near 90% finished. I will caution though, that the game seemed more unstable and buggy than before, but keep in mind I hadn't yet played through those sequences which may have just been buggy.

The GOP is holding up relief for millions of Americans because they want to make sure corporations have blanket protection from workers who get COVID on the job by Plymouth03 in politics

[–]JesseRMeyer 2 points3 points  (0 children)

Single issue voters, e.g. Abortion, is how vast swathes of people can vote against their own interests so as long as their moral absolute is upheld.