- cross-posted to:
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- cross-posted to:
- [email protected]
It is always these darn valve engineers! Why are they so good?!
Valve directly profiting from all those games being available on their platform. Them helping out is a win-win-win situation.
If Valve’s Employee Handbook is to be believed, they don’t use a formal project structure with static teams. Instead each developer works on whatever project interests them, and one of Valve’s current goals is to improve game performance on Linux/AMD by contributing to upstream open source projects.
Valve is as close as we’ve gotten to someone paying a bunch of industry veterans to contribute to open source. It’s amazing what happens when all innovation isn’t black-boxed in an internal repository and forgotten about.
I suspect that it’s mostly that they’re the only ones who care.
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Getting better all the time!
I’m curious if that fixes the issue I was facing. FSR2 (and 1 for that matter) basically did nothing for performance, or even reduces it when enabled. FSR3 on the other hand often gives me like up to 40 additional FPS in some games, but of course not all games have FSR3.
I still see the same old issue of a lot of Proton games degrading in FPS when you change graphic settings though, requiring a restart of the game to properly test and optimize them. No idea if that’s an AMD or Proton specific issue though.
This is bad reporting from phoronix (not surprising). The performance bug has nothing to do with FSR. It was just discovered in an FSR demo.
The bug was in radv which affected fsr compare to amdpro what did they get wrong in reporting?
No, just the FSR2 demo application, which suffered from poor performance regardless of whether or not FSR2 is on.
I already said? It doesn’t affect FSR
Possibly you are CPU bottlenecked in those particular games, in which case FSR would do nothing.
If so I wonder if he has tried Zen
Funny, FSR2 helps me a lot but FSR3’s frame generation does nothing for me.
Eh, FSR3 upscaling and FSR3 frame generation are different things. I’m personally a fan of upscaling, it’s great for a sharper picture on my large 4k TV without spending a fortune on a massive GPU (I use a living room gaming PC), but not at all a fan of frame generation, as it introduces more input lag for the illusion of more frames. Not a tradeoff I’m ever willing to make, especially when VRR already does an incredible job of creating the illusion (and a degree of reality) of good performance when my framerate drops.
Frame generation has been great in my experience (with DLSS 3) At base framerates above around 40-50 it feels like free fps
My issue is more with the math of it. Since it requires holding your frames until you’ve got one in reserve (can’t generate an in-between until you know what’s next), it fundamentally makes the game less responsive.
That said, if you understand that, and like the visual smoothness of motion with more frames, then it’s super cool tech. Not every game has to be treated like it’s competitive Counter Strike, and I think it’s really cool if you like it, but it frustrates me how poorly marketed and understood the actual technology and its compromises are.
I might tinker with settings more than I actually play games on me Deck and I don’t think I’ve even once seen the restart issue you mention.