2.0.21 works better, and with high resolution much better, thank you.
Factorio running at native resolution (5120x2160, 11 MPixel):
Where .20 would drop the frame rate down to 50fps, .21 runs cleanly at 60fps. I was surprised to see that the power consumption has barely changed. That power consumption is 40W, compared to 85W when fully stressing the GPU and around 14W with an idle desktop.
Factorio running at 3840x1680 HiRes, 24 MPixel:
old version would be quite slow, below 30fps, and now .21 runs fluently, and consuming around 75W
This is with a M2 Max, 40 Core GPU, and no changes in graphics settings.
There must have been quite a few waits in the old graphics code. Could it be that the old code had inadvertently activated some gpu thread syncs?
[2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
Re: [2.0.7] Frequent FPS slowdowns during gameplay (Apple Silicon)
Aww, that's awesome. Thank you!MRI-One wrote: ↑Fri Nov 22, 2024 9:44 pm 2.0.21 works better, and with high resolution much better, thank you.
...
Factorio running at 3840x1680 HiRes, 24 MPixel:
old version would be quite slow, below 30fps, and now .21 runs fluently, and consuming around 75W
There must have been quite a few waits in the old graphics code. Could it be that the old code had inadvertently activated some gpu thread syncs?
Yes, it seems call to OpenGL function glQueryCounter to query GPU timer was probably causing CPU-GPU sync on macOS. We used it since 0.17, but I suppose more demanding renderer made this issue really pop-up. And V-sync made the problem even worse.
posila wrote: ↑Tue Nov 19, 2024 1:30 pm And I also found big performance problem with querying GL_TIMESTAMP on macOS. We use it to time how long did GPU take to process some operations, Apple's OpenGL never implemented it (it always return 0) so I was surprised it was taking non-trivial amount of time on macOS and probably caused CPU to wait for GPU when it didn't need to.
Thank you, I appreciate it and I am glad to hear that.
Oh, cool, I am glad you were able to get resolve the slowdowns. Resolution scaling option is coming soon-ish, in the mean time, you can try disabling the new "Occlude light sprites" option to be able to achieve 60 FPS in full 4K.
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