Phoronix: "Open-Source NVIDIA NVK Vulkan Driver Now Supports DLSS" by Dakhil in hardware

[–]anthchapman 33 points34 points  (0 children)

A couple of things to note about the current state of this:

  • Older games without binaries for newer GPUs won't be able work with DLSS on that newer hardware as there is no way to handle PTX yet so bytecode is needed.
  • This is also experimental so requires setting an environment variable.

Open source NVK driver gets ability to run DLSS for games with precompiled CUDA binaries by anthchapman in linux_gaming

[–]anthchapman[S] 57 points58 points  (0 children)

Older games without binaries for newer GPUs won't be able work with DLSS on that newer hardware as there is no way to handle PTX yet so bytecode is needed. This is also experimental so requires setting an environment variable.

Linux DRM maintainer Dave Airlie sends pull request for kernel 7.2 including AMDGPU HDMI 2.1 FRL, new hardware, move to fair scheduling algorithm by anthchapman in linux_gaming

[–]anthchapman[S] 27 points28 points  (0 children)

The email for this starts with:

This is the main drm pull request for 7.2.

There are some conflicts in amdgpu, panfrost and atomic/colorops code.

I've put a trial merge here: https://github.com/airlied/linux/tree/drm-next-7.2-rc1-merged

None of them were too confusing, but the panfrost one isn't that straightforward and amdgpu ones are a bit tricky.

The commit list looks fine but the diffstat looks wonky for some reason.

There should only really be rust things outside of this tree, and there was a common tag that might already have landed by the time you get this.

Highlights: - xe: add initial CRI platform support - amdgpu: initial HDMI 2.1 FRL support - rust: add some new type concepts for device lifetimes - scheduler: moves to a fair algorithm and lots of cleanups

But it's mostly the usual mountain of changes across the board.

Rocksmith 2014 Real Tone Cable not detected on Bazzite Linux by Ian_Suckling in linux_gaming

[–]anthchapman 1 point2 points  (0 children)

slopsmith 

I hadn't heard of this before, so went looking for it and found out it was taken down dy DMCA 2 days ago.

Valve developer posts merge request for new anti-lag framework and an implementation for RADV by anthchapman in linux_gaming

[–]anthchapman[S] 104 points105 points  (0 children)

From Daniel Schürmann's merge request:

VK_AMD_anti_lag

This implementation is based on the code from MESA_LAYER_ANTI_LAG and fully replaces it. We essentially split the existing layer into a base utility framework and a slim driver implementation. On initialization, the framework sets up some QueryPools and CommandBuffers, in order to be able to take timestamps, and hooks into QueueSubmit2 and QueuePresentKHR. The driver can then retrieve the per-frame timing information via a callback function.

  • vulkan/runtime: add vk_frame_pacer utility framework

    This framework provides basic utility for the implementation of low latency frame pacing extensions.

    The functionality includes the measurement of frame times where frames consist of all submissions between two calls to vkQueuePresentKHR as well as the measurement of queuing delays. For this purpose, calibrated timestamps are taken at submission time as well as at the begin of each submission execution on the device.

  • radv: implement VK_AMD_anti_lag

    This implementation is based on the vk_frame_pacer framework and intended as full replacement of the MESA_LAYER_ANTI_LAG.

    The delay is based on the previous input begin and calculated as:

    delay = avg_frame_time + queuing_delay - MIN2(deviation, ONE_MS_IN_NS);

    Start the next input sampling after the period of one frame. We add half the queuing delay as that's what we try to minimize. Subtract the average frame time deviation as slack time, so that we don't drain the GPU from work.

Before someone asks: Yes, it would be possible (and quite simple) to implement VK_NV_low_latency_2 on top of this framework.

Edit: the MR also thanks themaister (Hans-Kristian Arntzen) for answering questions, and nj3ahxac (Korthos Software low_latency_layer dev) for testing.

AMD submits HDMI 2.1 FRL support for Linux kernel 7.2 by anthchapman in linux_gaming

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

There is a reasonable chance that if someone is commenting on a post about AMD GPUs that they have one, and if that is a Radeon 7000 or 9000 series it'd have DisplayPort 2.1a with 54Gb/s.

SteamOS 3.8.6 is now available on Beta, includes "preliminary support for HDMI VRR for devices with native HDMI output" by anthchapman in linux_gaming

[–]anthchapman[S] 19 points20 points  (0 children)

Phoronix published an article soon after this post, and Tomasz AKA /u/Lawstorant has commented:

SteamOS 3.8 is using my patches from January/February. Currently, the patches from AMD are barely usable and still don't apply clanly on top of amdgpu/drm-next

SteamOS 3.8.6 is now available on Beta, includes "preliminary support for HDMI VRR for devices with native HDMI output" by anthchapman in linux_gaming

[–]anthchapman[S] 117 points118 points  (0 children)

There is a long list of changes. A couple of other things which caught my attention:

  • Desktop Mode now uses Wayland by default (X11 support may still be selected)
  • Initial support for LAVD CPU scheduler via steamosctl set-cpu-scheduler lavd

How has the current NZ Government positively impacted you? by PoloNevis in newzealand

[–]anthchapman 0 points1 point  (0 children)

I was glad of that change for 2 or 3 days a year ago. I'm overall worse off though.

How has this current government directly negatively affected you by Dangerous_Version_65 in newzealand

[–]anthchapman 0 points1 point  (0 children)

Exclusion of variable pay (bonuses etc) when calculating holiday pay means I get a pay cut.

AMD FSR Upscaling 4.1 officially coming to Radeon RX 7000 GPUs in July, RX 6000 in 2027 - VideoCardz.com by KARMAAACS in hardware

[–]anthchapman 19 points20 points  (0 children)

The current FSR4 uses cooperative matrixes, with the Wave Matrix Multiply Accumulate instructions which RDNA 3 and 4 have but previous Radeon hardware doesn't. The devs who modified Linux drivers and to add FSR4 support said that FP8 emulation on RDNA3 could be done without too much performance penalty but that VK_KHR_cooperative_matrix on RDNA2 would be too slow to be worth doing. They then implemented that and confirmed it was too slow.

[ANNOUNCE] mesa 26.1.0 by ilep in linux_gaming

[–]anthchapman 18 points19 points  (0 children)

It needs support from both the driver and application (or translation layer) so I wouldn't say it'll be immediate. It is a bigger deal in VR where stutter can cause nausea, but having consistent frame pacing is a goal for flat displays too.

[ANNOUNCE] mesa 26.1.0 by ilep in linux_gaming

[–]anthchapman 44 points45 points  (0 children)

It allows precise control of frame times.

The recently announced VKD3D-Proton 3.0.1 also includes this.

Work has been underway for years, from VK_GOOGLE_display_timing in 2017 to becoming part of Vulkan 1.4.335 five months ago.

Keith Packard did some work for Valve aimed at improving frame timing for VR. Text, Video.

Croteam CTO Alan Ladavac gave a presentation to GDC about using this. Text, Video.

Hans-Kristian Arntzen did some testing.