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
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Date: Thu, 20 Apr 2017 21:31:22 +0000
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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
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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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