From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR apps Date: Thu, 20 Apr 2017 21:31:22 +0000 Message-ID: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1723077378==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 8AD6A8967B for ; Thu, 20 Apr 2017 21:31:22 +0000 (UTC) List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1723077378== Content-Type: multipart/alternative; boundary="14927238820.2c5FAB.10932"; charset="UTF-8" --14927238820.2c5FAB.10932 Date: Thu, 20 Apr 2017 21:31:22 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D100742 Bug ID: 100742 Summary: dpm auto doesn't clock the GPU high enough for SteamVR apps Product: DRI Version: unspecified Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component: DRM/AMDgpu Assignee: dri-devel@lists.freedesktop.org Reporter: haagch@frickel.club RX 480, Ryzen 1600X, tested on linux 4.10 and linux drm-next-4.12-wip, late= st upstream linux-firmware git. Same behavior on both kernels. I recorded this video, showing umr top, sclk and mclk, while running the si= mple "Atlas Demo Scene" in the Destinations SteamVR app: https://www.youtube.com/watch?v=3DU_mceDSBF7o With the "auto" setting the GPU power level is not set high enough for Stea= mVR to render at the Vive's native 90 fps, so reprojection (interpolation to 90 fps) needs to kick in constantly. Speculation time: The SteamVR frametime graph shows the purple GPU load from the application ("Destinations") completely below the 11 ms which the application is probab= ly is probably targeting, so dpm has clocked the GPU fast enough for the application to run at 90 fps. But then the application submits frames to the SteamVR compositor which also takes some GPU time and pushes the "total" GPU time taken to render one frame in the app and then display it in the compos= itor over the target 11 ms time. Is this correct? Does dpm somehow analyze a per process GPU load? At least = in this case the GPU needs to clock fast enough to allow the application + the SteamVR compositor to both render in under 11 ms per frame. --=20 You are receiving this mail because: You are the assignee for the bug.= --14927238820.2c5FAB.10932 Date: Thu, 20 Apr 2017 21:31:22 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated
Bug ID 100742
Summary dpm auto doesn't clock the GPU high enough for SteamVR apps
Product DRI
Version unspecified
Hardware Other
OS All
Status NEW
Severity normal
Priority medium
Component DRM/AMDgpu
Assignee dri-devel@lists.freedesktop.org
Reporter haagch@frickel.club

RX 480, Ryzen 1600X, tested on linux 4.10 and linux drm-next-4=
.12-wip, latest
upstream linux-firmware git. Same behavior on both kernels.

I recorded this video, showing umr top, sclk and mclk, while running the si=
mple
"Atlas Demo Scene" in the Destinations SteamVR app:

https://www.youtu=
be.com/watch?v=3DU_mceDSBF7o

With the "auto" setting the GPU power level is not set high enoug=
h for SteamVR
to render at the Vive's native 90 fps, so reprojection (interpolation to 90
fps) needs to kick in constantly.

Speculation time:
The SteamVR frametime graph shows the purple GPU load from the application
("Destinations") completely below the 11 ms which the application=
 is probably
is probably targeting, so dpm has clocked the GPU fast enough for the
application to run at 90 fps. But then the application submits frames to the
SteamVR compositor which also takes some GPU time and pushes the "tota=
l" GPU
time taken to render one frame in the app and then display it in the compos=
itor
over the target 11 ms time.

Is this correct? Does dpm somehow analyze a per process GPU load? At least =
in
this case the GPU needs to clock fast enough to allow the application + the
SteamVR compositor to both render in under 11 ms per frame.


You are receiving this mail because:
  • You are the assignee for the bug.
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