Monster Hunter Wilds

Monster Hunter Wilds

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Ryzen 9 9900X Overclock - Lifting the CPU Bottleneck
I made a little overclock test of my CPU and damn, when you lose that CPU bottleneck, the frames jump up like crazy. Lets start the with the vanilla performance numbers and data:

The System:
CPU: AMD Ryzen 9 9900X
Motherboard: Asus Prime X670E Pro Wifi – BV:3201
RAM: Corsair Vengence 64GB @ CL34 6000MT/s MCLK = UCLK
GPU: AMD Sapphire RX6900XT Nitro+ SE
NVMe: WD Black N850X
OS: Windows 11 Pro 64bit 24H2
Resolution: 1080P

The benchmark tests:
https://www.youtube.com/watch?v=-uricga09EA

The Results:
Average Frames Native Maximum Settings Raytracing = 80,85fps
Average Frames FSR/Gen Maximum Settings Raytracing = 162,54fps
Average Frames Native Maximum Settings NO Raytracing = 89,58fps
Average Frames FSR/Gen Maximum Settings NO Raytracing = 174,4fps

Average Frames Native Medium Settings Raytracing = 92,81fps
Average Frames FSR/Gen Medium Settings Raytracing = 191,02fps
Average Frames Native Medium Settings NO Raytracing = 99,7fps
Average Frames FSR/Gen Medium Settings NO Raytracing = 199,32fps

Average Frames Native Minimum Settings Raytracing = 99,13fps
Average Frames FSR/Gen Minimum Settings Raytracing = 197,97fps
Average Frames Native Minimum Settings NO Raytracing = 103,85fps
Average Frames FSR/Gen Minimum Settings NO Raytracing = 211,72fps


Now lets pay attention to one very specific test:
Configuration: 1080P - Native(No FSR/Gen) - High Raytracing - Maximum Settings

With these CPU performance numbers:

AMD Ryzen 9 9900X Standard:
Base Clock: 4400 MHz
All Core max clock: 5200 MHz
PBO: 5650 MHz

The Result:
https://steamcommunity.com/sharedfiles/filedetails/?id=3425952316
81 fps average

Now lets see what we can achive if we overclock the CPU quite massively to make sure the GPU is always loaded 99-100%:

AMD Ryzen 9 9900X Overclocked:
Base Clock: 4700 MHz
All Core max clock: 5500 MHz
PBO: 6000 MHz

The Result:
https://steamcommunity.com/sharedfiles/filedetails/?id=3426202214
102 fps average

20 fps uplift just by more CPU power! Nothing else changed, only massive overclock.

So i guess if we want to improve Performance in the future, there will be only a CPU-Core upgrade if we are not GPU-VRAM bottlenecked by the Resolution we Play on.

Also, NO! It does NOT run stable. I had to Restart my System and the Benchmark like 6 times before i had a complete run. After reseting back to vanilla CPU Clock numbers, everything was stable and not crashing anymore. Not sure if the crashes were Benchmark related or to System stability Overall (did only crash at or in the middle of the Benchmark, never outside).

This is something i wanted to test and share, to see how impactfull the CPU Bottleneck is (and to have something for these who still refuse to accept it). Bad performance? Check your CPU 1st.
Écrit par RotGoblin:
JudgeTy a écrit :
Ok I figured out how to get it work.

https://steamcommunity.com/sharedfiles/filedetails/?id=3433871042 Black screen in between FMV sequence and game play sequence

https://steamcommunity.com/sharedfiles/filedetails/?id=3433870910
Field of grass

https://steamcommunity.com/sharedfiles/filedetails/?id=3433870790
Frog

https://steamcommunity.com/sharedfiles/filedetails/?id=3433870582
City Load

85% GPU usage.

56% GPU usage.

...yeah, that's a CPU bottleneck my guy. Your GPU cannot output it's full performance because the CPU can't keep up.
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Affichage des commentaires 46 à 60 sur 159
Random Dude a écrit :
NeoX a écrit :
One thing is quite overlooked here. Dynamic scaling of the tasks. Most "one task/thread" designs are only possible if you know exactly what you will have to handle or what to expect. What is if this is not the case here. Like you do not know if 20, 40 or 100 NPC's will be connected to that one task. The you have to make it dynamic and better give it its own thread. A process where 100 tasks are running on their own thread, will always perform way better then a process with with 100 tasks in one thread. And that is the better design, even back then where there was just 2 cores or hyperthreads (see Gothic 3 for example back then).
Dynamic scaling is precisely why a good scheduler is so important. The goal should be to reach a similar load across all cores while not burdening the system (and your code) with too many threads to manage.

But thats the thing, you can not balance it out, if you do not know the actual task-load you will have to handle. In this gamne, every step out in the world, gives you a different environment incl. the load on the CPU by the eco-simulation. If we had a fixed looping eco-simulation with always the same amount of assets and objects to handle, they would have quite the optimasation headroom to make use of, but that "stable ground" is not give, thats why everything has to be dynamical and in expectation of the "worst case". Timings are a factor too, but also nothing you can controll if you do not know, what the total process load will be.:

Hans Moleman a écrit :
I'm still a bit unsure about the CPU management of the game.
I did some research in the Benchmark lately and my 13600k is bottlenecking somewhere around 100fps.
Basically no problem because it's more than enough but at this point it's only around 40-50% load and all cores are equaly pending somwhere between 20% and 60%.
So i'd say no matter how much of the 20 cores the game is really using there should be quite some headroom left before any throttling.

At first glance it looks like some kind of threadmanagemant issue for me.
I remember things like this in World back than on my i5 8400.
More like with 6 threads instead of 20 but it was basically the same problam of bottlenecking without really having too much load on any core.

Global load tells you nothing. You can have 10% global load and still are CPU bottlenecked because the one core/thread the game/app runs on, its already hitting its 100% capacity. It does not matter if the other 9 cores are free to do something, if the one core/thread is fully loaded, there is nothing to "fix" that CPU bottleneck.

Have a look at this: https://www.youtube.com/watch?v=-uricga09EA

There you can see the thread/core specific load. Now pay attention to thread 2 in this benchmark. You see it always on 70-78% load. This is the mainthread the game runs on. Why is it not 100%? Because it waits for the data of other support threads. As you can see in the top-post of this thread, by overclocking the CPU in total clock-speed and PBO, i managed to lift the bottleneck and managing the GPU is always 100% loaded. Result: 20fps more with no settings change. Now some may come to the conclusion that the PBO on the "main thread" may be the reason for it, but no, its the "support-threads" that are faster done with their work, that make the main-thread not throttle itself.

Give it a try and review your own benchmark with rivertuner and make out your own threadload on this. You will see that the global load info is worthless informations since a very long time.
Dernière modification de NeoX; 23 févr. à 3h57
Overclocking to prevent a CPU bottleneck is basically a logical idea.
But simply makes no sense for me personally ^^

I could do this right now but if have to go down to 1080p to even find that bottlneck so it's simply not worth it because thats not the resolution i would ever play on on my setup ^^

So most basically everything i said is totally theoretical and only for the idea to express that the game is obviously handling threads not really good which clearly is a problem on weaker CPUs.

It doesn't really matter if we are talking about main- or sidethreads. At least one of them should be at high load to signify a bottleneck overall.
If we don't see any high load at all the whole threadmanagement most likely communication between threads is simply not efficient.
kohlrak a écrit :

Cache is going to be an issue with that many cores, too.





To be fair, these details should not be CPU heavy. The huge thread count makes me wonder how much this and games like this in the future will start bottlenecking at the RAM.
Yeah no. I want games to move forward. Not backward. =)

Be happy you can upgrade every 5 years instead of the 6 months to 1 year back in 90's :D

Wirth's law is not moving forward. These details are optimizable, and should be, as it's how you move forward. The less you tax the modern hardware, the more you can add to it. You don't put square wheels on your car to push your motor's limits.
Hans Moleman a écrit :
Overclocking to prevent a CPU bottleneck is basically a logical idea.
But simply makes no sense for me personally ^^

I could do this right now but if have to go down to 1080p to even find that bottlneck so it's simply not worth it because thats not the resolution i would ever play on on my setup ^^

So most basically everything i said is totally theoretical and only for the idea to express that the game is obviously handling threads not really good which clearly is a problem on weaker CPUs.

It doesn't really matter if we are talking about main- or sidethreads. At least one of them should be at high load to signify a bottleneck overall.
If we don't see any high load at all the whole threadmanagement most likely communication between threads is simply not efficient.

It's really important to understand that the newest CPUs are not overclock friendly, either. They already have mechanisms in them to clock themselves based on their temperature.
Hans Moleman a écrit :
Overclocking to prevent a CPU bottleneck is basically a logical idea.
But simply makes no sense for me personally ^^

I could do this right now but if have to go down to 1080p to even find that bottlneck so it's simply not worth it because thats not the resolution i would ever play on on my setup ^^

So most basically everything i said is totally theoretical and only for the idea to express that the game is obviously handling threads not really good which clearly is a problem on weaker CPUs.

It doesn't really matter if we are talking about main- or sidethreads. At least one of them should be at high load to signify a bottleneck overall.
If we don't see any high load at all the whole threadmanagement most likely communication between threads is simply not efficient.

This was meant more as an explaination on why the things are and not to fall for the false reading in metrics. You do you.

kohlrak a écrit :
Yeah no. I want games to move forward. Not backward. =)

Be happy you can upgrade every 5 years instead of the 6 months to 1 year back in 90's :D

Wirth's law is not moving forward. These details are optimizable, and should be, as it's how you move forward. The less you tax the modern hardware, the more you can add to it. You don't put square wheels on your car to push your motor's limits.

I remember back from the Metal gear Solid V development (Fox Engine) they integrated a dynamic thread-handler depending on the core/thread amount of the system, so systems with weaker CPU's get more differently loaded then their mass-core counterparts. But that was with legacy hardware support in mind. This engine is truly designed for a PS5 type 8core+ system with target for future hardware and not legacy.

kohlrak a écrit :
Hans Moleman a écrit :
Overclocking to prevent a CPU bottleneck is basically a logical idea.
But simply makes no sense for me personally ^^

I could do this right now but if have to go down to 1080p to even find that bottlneck so it's simply not worth it because thats not the resolution i would ever play on on my setup ^^

So most basically everything i said is totally theoretical and only for the idea to express that the game is obviously handling threads not really good which clearly is a problem on weaker CPUs.

It doesn't really matter if we are talking about main- or sidethreads. At least one of them should be at high load to signify a bottleneck overall.
If we don't see any high load at all the whole threadmanagement most likely communication between threads is simply not efficient.

It's really important to understand that the newest CPUs are not overclock friendly, either. They already have mechanisms in them to clock themselves based on their temperature.

Yes and no, they can already auto-overclock with a well support chipset and motherboard by themself, but there is also quite the headroom depending on the core-quality (golden cores) or chiplet stability.
NeoX a écrit :
kohlrak a écrit :

Wirth's law is not moving forward. These details are optimizable, and should be, as it's how you move forward. The less you tax the modern hardware, the more you can add to it. You don't put square wheels on your car to push your motor's limits.

I remember back from the Metal gear Solid V development (Fox Engine) they integrated a dynamic thread-handler depending on the core/thread amount of the system, so systems with weaker CPU's get more differently loaded then their mass-core counterparts. But that was with legacy hardware support in mind. This engine is truly designed for a PS5 type 8core+ system with target for future hardware and not legacy.

That's not my problem, and even that's not actually the wisest idea long term. They're aiming for an AMD, which indeed the PS5 is using. I don't know how long you've been in this, and we've had discussions before so i know you're a little smarter than the average bear on this board, so i'll give you a bit of a history lesson. AMD has had a history of focusing on individual instruction optimizations, like figuring out how to make things like the DIV instruction faster (easily one of the slowest). Intel's a bit more adventurous being the big fish in the small pond.

Intel noticed that when compilers compile files, functions tend to get thrown into their own segments, which are usually 512 bytes. Intel noticed that this is the case, even if you have a small function of only 10 bytes in size (which is surprisingly common, which is a whole other discussion). Intel realized that this resulted in a lot of cache misses. This was around the time we moved from 32bit to 64bit as the current standard. I remember at this time there was alot of talk of intel maybe driving AMD out of business, and AMD kinda disappeared. It was still there, but no one took it seriously. Apparently, this "cache is king" rule you cite was made at about that time. For some reason, and i don't know why, this was thrown out. AMD had to have been traumatized by this, because they made a comeback in the Zen generation and recently they've thrown their hat into the 3D v-cache technology, which effectively makes dramatic improvements in cache size. Intel has no answer to this, in fact i went to see what they changed, and Intel's website is doing the nVidia thing: focusing on AI technologies.

What this means is the future is going to be in cache optimized code if Intel's going to continue to be competitive. On the flip side, the concept i offered before about high-attention and low-attention modes for everything will increase the cache usage and be a reasonable middle-ground. On the flip side, throwing a thread at everything will increase cache utilization, which only looks good for a massive L3 cache. But here's the wild bit: PS5s aren't using these. These are brand new AMD exclusive tech. Excessive threading like this is going to bottleneck the RAM long term.

kohlrak a écrit :

It's really important to understand that the newest CPUs are not overclock friendly, either. They already have mechanisms in them to clock themselves based on their temperature.

Yes and no, they can already auto-overclock with a well support chipset and motherboard by themself, but there is also quite the headroom depending on the core-quality (golden cores) or chiplet stability.

How much headroom we talking? After hearing they're using the temp to control that, i stopped reading any further into it. That's some bad mojo to risk, but if you've done it i'll listen.
kohlrak a écrit :
NeoX a écrit :



Does linux not have something like a build in resource manager? Could you put that on a 2nd screen while running the benchmark?

It has about 20 or 30 of them I believe and there's the problem I don't know which one actually has access to the video card data.
btop is very lightweight. Just run it in Konsole/terminal on a second monitor.
kohlrak a écrit :
NeoX a écrit :

I remember back from the Metal gear Solid V development (Fox Engine) they integrated a dynamic thread-handler depending on the core/thread amount of the system, so systems with weaker CPU's get more differently loaded then their mass-core counterparts. But that was with legacy hardware support in mind. This engine is truly designed for a PS5 type 8core+ system with target for future hardware and not legacy.

That's not my problem, and even that's not actually the wisest idea long term. They're aiming for an AMD, which indeed the PS5 is using. I don't know how long you've been in this, and we've had discussions before so i know you're a little smarter than the average bear on this board, so i'll give you a bit of a history lesson. AMD has had a history of focusing on individual instruction optimizations, like figuring out how to make things like the DIV instruction faster (easily one of the slowest). Intel's a bit more adventurous being the big fish in the small pond.

Intel noticed that when compilers compile files, functions tend to get thrown into their own segments, which are usually 512 bytes. Intel noticed that this is the case, even if you have a small function of only 10 bytes in size (which is surprisingly common, which is a whole other discussion). Intel realized that this resulted in a lot of cache misses. This was around the time we moved from 32bit to 64bit as the current standard. I remember at this time there was alot of talk of intel maybe driving AMD out of business, and AMD kinda disappeared. It was still there, but no one took it seriously. Apparently, this "cache is king" rule you cite was made at about that time. For some reason, and i don't know why, this was thrown out. AMD had to have been traumatized by this, because they made a comeback in the Zen generation and recently they've thrown their hat into the 3D v-cache technology, which effectively makes dramatic improvements in cache size. Intel has no answer to this, in fact i went to see what they changed, and Intel's website is doing the nVidia thing: focusing on AI technologies.

What this means is the future is going to be in cache optimized code if Intel's going to continue to be competitive. On the flip side, the concept i offered before about high-attention and low-attention modes for everything will increase the cache usage and be a reasonable middle-ground. On the flip side, throwing a thread at everything will increase cache utilization, which only looks good for a massive L3 cache. But here's the wild bit: PS5s aren't using these. These are brand new AMD exclusive tech. Excessive threading like this is going to bottleneck the RAM long term.

Yeah there is a lot of truth in it, but the problem for AMD was a very long time also that AMD was not able to go down to 10nm processing where INTEL already was for years, hopelessly trying to play catchup with INTEL efficency. Only with AMD stopping its own production and ordering TSMC to produce its new chips with 7nm down to 4nm now, they did not only manage to get competetive with INTEL, but also overtake them for now. The more cycles you can do by architecture and smaller chiplet/core build, the more processing speed you have.

You see i am a software developer myself (VB.NET, C++, C#, ASPX, xamarin, Maui, some others less demanded - not games (with one exception), but buisness client desktop/mobile and server software). About 95% or all tasks or opperations one needs to process, does not require that amount of a "X3D-cache" that these specific CPU's offer. You only have advantage of that, if you have masses of data to process, that can not be split up (load massive loaded assets).

What i want to say here, in 95% of all the bachground threads this game has, maybe 5 of them can make use of the L3-cache of the X3D CPU's. The rest is processing speed depending and bound to it. What also is clearly shown that a X3D CPU in combination with the same hardware as its non X3D counterpart, does only have a fps advantage of 1-3%.

So future apps will also only be "cache optimised" if the task/process itself requires it. Most of all future developments will still be "legacy" developed of main and multithreading loads and this will not change as long this massice L3-cache will not became a standard.


kohlrak a écrit :
NeoX a écrit :

Yes and no, they can already auto-overclock with a well support chipset and motherboard by themself, but there is also quite the headroom depending on the core-quality (golden cores) or chiplet stability.

How much headroom we talking? After hearing they're using the temp to control that, i stopped reading any further into it. That's some bad mojo to risk, but if you've done it i'll listen.

Well depending on the "silicon lottery" of the core/chiplet quality you have, it can be anything from 3-25% overclock headroom. But i must strongly mention that the CPU can not stand alone on itself like in the old days of AM3 or AM4. You now do need a proper motherboard and compatible RAM to uphold these frequencys.

Have some examples of the OC potential, one air-cooled (like ine) and one "shock frosted":
https://www.youtube.com/watch?v=3hNgEgmLJ8Q
https://www.youtube.com/watch?v=pYWtP4tZe30

Its not for everyone and almost all should be happy with what they get "out of the box" as long a proper cooling solution is given, but in cases like these, i wanted to show (see OP post) what can be achived by just one 1 or 2 future generations.
Dernière modification de NeoX; 23 févr. à 6h43
NeoX a écrit :
kohlrak a écrit :

That's not my problem, and even that's not actually the wisest idea long term. They're aiming for an AMD, which indeed the PS5 is using. I don't know how long you've been in this, and we've had discussions before so i know you're a little smarter than the average bear on this board, so i'll give you a bit of a history lesson. AMD has had a history of focusing on individual instruction optimizations, like figuring out how to make things like the DIV instruction faster (easily one of the slowest). Intel's a bit more adventurous being the big fish in the small pond.

Intel noticed that when compilers compile files, functions tend to get thrown into their own segments, which are usually 512 bytes. Intel noticed that this is the case, even if you have a small function of only 10 bytes in size (which is surprisingly common, which is a whole other discussion). Intel realized that this resulted in a lot of cache misses. This was around the time we moved from 32bit to 64bit as the current standard. I remember at this time there was alot of talk of intel maybe driving AMD out of business, and AMD kinda disappeared. It was still there, but no one took it seriously. Apparently, this "cache is king" rule you cite was made at about that time. For some reason, and i don't know why, this was thrown out. AMD had to have been traumatized by this, because they made a comeback in the Zen generation and recently they've thrown their hat into the 3D v-cache technology, which effectively makes dramatic improvements in cache size. Intel has no answer to this, in fact i went to see what they changed, and Intel's website is doing the nVidia thing: focusing on AI technologies.

What this means is the future is going to be in cache optimized code if Intel's going to continue to be competitive. On the flip side, the concept i offered before about high-attention and low-attention modes for everything will increase the cache usage and be a reasonable middle-ground. On the flip side, throwing a thread at everything will increase cache utilization, which only looks good for a massive L3 cache. But here's the wild bit: PS5s aren't using these. These are brand new AMD exclusive tech. Excessive threading like this is going to bottleneck the RAM long term.

Yeah there is a lot of truth in it, but the problem for AMD was a very long time also that AMD was not able to go down to 10nm processing where INTEL already was for years, hopelessly trying to play catchup with INTEL efficency. Only with AMD stopping its own production and ordering TMSC to produce its new chips with 7nm down to 4nm now, they id manage not get competetive with INTEL but also overtake them for now. The more cycles you can do by architecture and smaller chiplet/core build, the more processing speed you have.

You see i am a software developer myself (VB.NET, C++, C#, ASPX, xamarin, Maui, some others less demanded - not games (with one exception), but buisness client desktop/mobile and server software). About 95% or all tasks or opperations one needs to process, does not require that amount of a "X3D-cache" that these specific CPU's offer. You only have advantage of that, if you have masses of data to process, that can not be split up (load massive loaded assets).

I'm a "cowboy coder" having learned C++ back in 2003 or 4, x86 assembly around 2007, and the usual stack of VB.net, C#, etc, but I'm a nobody in a garbage bag factory. And my experience says, indeed you're right, just not for games. In fact, the reviews of the X3D cores actually tell you to get the 7800X3D for better gaming performance than the 7950X3D, because of the need for fewer threads and better cache usage (the chache isn't as easily accessible for some of the cores, i forget why off hand but for gaming performance there is a barely noticeable drop in performance as a result). The reason i didn't take the advice was because I knew i was going to be compiling a lot of code and projects, and i wanted to do more than just games efficiently.

What i want to say here, in 95% of all the bachground threads this game has, maybe 5 of them can make use of the L3-cache of the X3D CPU's. The rest is processing speed depending and bound to it.

I'm curious how you came to that conclusion.

What also is clearly shown that a X3D CPU in combination with the same hardware as its non X3D counterpart, does only have a fps advantage of 1-3%.

Which has surprised me as well, which tells me you might be right on what i previously quoted, but i'd like to know why. This is far from the norm for gaming.

So future apps will also only be "cache optimised" if the task/process itself requires it. Most of all future developments will still be "legacy" developed of main and multithreading loads and this will not change as long this massice L3-cache will not became a standard.

Contrarily, the v-cache makes cache optimization less of a concern. The cache optimization of code will continue to be a problem so long as v-cache is not standard. But given how i know exactly what is at fault for it, and seeing what the solution is (and it increases compile times by a non-trivial amount), you aren't wrong that the cache optimization isn't likely to happen.

If you're curious, the solution in C++ (since that's the language we share that i know most) is to break the usual convention of only including .h files and include .cpp files as well instead of having the make file tell the compiler to make a bunch of intermediate files. This gives the compiler all the code at once so that it can optimize away functions that are otherwise exported and given their own pages. And we both know that'll never happen.

kohlrak a écrit :

How much headroom we talking? After hearing they're using the temp to control that, i stopped reading any further into it. That's some bad mojo to risk, but if you've done it i'll listen.

Well depending on the "silicon lottery" of the core/chiplet quality you have, it can be anything from 3-25% overclock headroom. But i must strongly mention that the CPU can not stand alone on itself like in the old days of AM3 or AM4. You now do need a proper motherboard and compatible RAM to uphold these frequencys.

Have some examples of the OC potential, one air-cooled (like ine) and one "shock frosted":
https://www.youtube.com/watch?v=3hNgEgmLJ8Q
https://www.youtube.com/watch?v=pYWtP4tZe30

Its not for everyone and almost all should be happy with what they get "out of the box" as long a proper cooling solution is given, but in cases like these, i wanted to show (see OP post) what can be achived by just one 1 or 2 future generations.

That's fair. Frankly, CPUs are expensive right now, and i sure as hell don't want to risk things like liquid cooling for marginal gains. 25% does sound nice, though, but if it's a lottery, i'm not melting my equipment over it (all my previous computers had overclocking locked, so it might be far safer than I imagine, but i've not done it and i'm not doing it with a CPU that costs over half a paycheck and that i'm still making payments on). It is interesting, though, I appreciate the work.
The only way to get rid of a CPU bottleneck in Wilds is to pair the fast gaming CPU in the world with an older GPU or a low end one. Basically a system that hardly anyone would build unless they already had the GPU and were just wanting to use it a bit more before upgrading it as well.
Kiririn a écrit :
The only way to get rid of a CPU bottleneck in Wilds is to pair the fast gaming CPU in the world with an older GPU or a low end one. Basically a system that hardly anyone would build unless they already had the GPU and were just wanting to use it a bit more before upgrading it as well.

Getting a lower end GPU should not be something you do with intention. I don't see the point in grabbing an old GPU. I guess in theory you could get some marginal gains in transfer rates or something but that high end GPU still is going to come out on top. It's just in a CPU bottleneck situation, the GPU doesn't matter as much, so you can afford to get an older one if you're upgrading from an even older one.

EDIT: TO be clear, though, GPUs and their upgrades are inflated. You won't get much more out of an RX 7800XT than you would an RX 6800XT, for example (and it's even worse with nVidia). It's one of the ways i kept my build way cheaper. Don't go buying anything older than that, please.
Dernière modification de kohlrak; 23 févr. à 7h29
Honestly I wouldn't be surprised if some of it is down to Windows awful core scheduling, which AMD has railed against for like...a decade now.

So Windows updates (LOL.. jk) or driver updates COULD POTENTIALLY bring big CPU uplifts, but that's just me waffling.
Goblin a écrit :
Honestly I wouldn't be surprised if some of it is down to Windows awful core scheduling, which AMD has railed against for like...a decade now.

So Windows updates (LOL.. jk) or driver updates COULD POTENTIALLY bring big CPU uplifts, but that's just me waffling.

Core scheduling in both Windows and Linux (which is what i'm using) isn't that bad. What would be nice would be the ability to manually set threads to specific cores, then we can start having "fast cores" and "slow cores" which can better manage certain kinds of loads. RIght now it feels random (it's not), and it makes it hard for everyone except the game developer.

As much as i like to trash on windows, i doubt people like me on linux are getting our benefits from simply being on linux. There's alot of bloat on windows, but the pipeline of application to driver is more or less the same.
kohlrak a écrit :
Goblin a écrit :
Honestly I wouldn't be surprised if some of it is down to Windows awful core scheduling, which AMD has railed against for like...a decade now.

So Windows updates (LOL.. jk) or driver updates COULD POTENTIALLY bring big CPU uplifts, but that's just me waffling.

Core scheduling in both Windows and Linux (which is what i'm using) isn't that bad. What would be nice would be the ability to manually set threads to specific cores, then we can start having "fast cores" and "slow cores" which can better manage certain kinds of loads. RIght now it feels random (it's not), and it makes it hard for everyone except the game developer.

As much as i like to trash on windows, i doubt people like me on linux are getting our benefits from simply being on linux. There's alot of bloat on windows, but the pipeline of application to driver is more or less the same.

I have tested my hardware on both Windows and Linux and can say that when a game is GPU limited I usually don't see much of an improvement. However, games that are CPU limited in some capacity almost always perform better on Linux.

This was comparing Windows 11 to CachyOS with the eevdf-lto kernel.
Kiririn a écrit :
kohlrak a écrit :

Core scheduling in both Windows and Linux (which is what i'm using) isn't that bad. What would be nice would be the ability to manually set threads to specific cores, then we can start having "fast cores" and "slow cores" which can better manage certain kinds of loads. RIght now it feels random (it's not), and it makes it hard for everyone except the game developer.

As much as i like to trash on windows, i doubt people like me on linux are getting our benefits from simply being on linux. There's alot of bloat on windows, but the pipeline of application to driver is more or less the same.

I have tested my hardware on both Windows and Linux and can say that when a game is GPU limited I usually don't see much of an improvement. However, games that are CPU limited in some capacity almost always perform better on Linux.

This was comparing Windows 11 to CachyOS with the eevdf-lto kernel.

I see. What kind of improvement are we talking? Have you found the specific source? my GF is building her computer right now because MH Wilds was a wakeup call to her (i know, very bad time, but i said now or a year from now, becausei t's going to get worse before it gets better, and she is in a hurry).
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Posté le 13 févr. à 1h16
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