From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?) Date: Wed, 21 Sep 2016 18:04:03 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0310191180==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [IPv6:2610:10:20:722:a800:ff:fe98:4b55]) by gabe.freedesktop.org (Postfix) with ESMTP id DE2856E278 for ; Wed, 21 Sep 2016 18:04:03 +0000 (UTC) In-Reply-To: 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 --===============0310191180== Content-Type: multipart/alternative; boundary="14744810435.1bFd8DcAb.31702"; charset="UTF-8" --14744810435.1bFd8DcAb.31702 Date: Wed, 21 Sep 2016 18:04:03 +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=3D97879 --- Comment #4 from Andreas Hartmetz --- I have the same problem. Assuming the problem was shader compilation, what could be done about it, though? Optimizing shader compilation by a factor o= f 10 seems unrealistic, a disk cache for shaders has been rejected (right?) and would not always help, e.g. when somebody with a car that uses a new asset joins. --=20 You are receiving this mail because: You are on the CC list for the bug.= --14744810435.1bFd8DcAb.31702 Date: Wed, 21 Sep 2016 18:04:03 +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

Comment= # 4 on bug 97879<= /a> from Andreas Hartmetz
I have the same problem. Assuming the problem was shader compi=
lation, what
could be done about it, though? Optimizing shader compilation by a factor o=
f 10
seems unrealistic, a disk cache for shaders has been rejected (right?) and
would not always help, e.g. when somebody with a car that uses a new asset
joins.


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