Hi Sylvain, Il lun 15 ott 2018, 03:25 <sylvain.bertr...@gmail.com> ha scritto:
> On Sun, Oct 14, 2018 at 11:47:18PM +0200, Mauro Rossi wrote: > > DOUBT: I think that it would make sense to set "power level 0" i.e. > > the "lower state" as safe default, > > considering that powerplay smu6/hwmgr are not implemented for SI and > > smu7 CIK functions do not work, > > the AS-IS dpm is the only available option. (and it seams to be > > working, looking at the framerates 250-280 in the V1 Vulkan benchmark) > > dpm not implemented for SI? Are you sure? Because I recall passing > "messages" > dpm for SI is available, while powerplay for SI is not, but display/amdgpu_dm uses some powerplay calls, where get_static_clock functions not available and the *ERROR* DM_PPLIB is due to missing handling in powerplay to the smu6 to switch between major power modes. And currently in amdgpu I > switch back and forth between "high" and "auto". And if I stay on "high" > my GPU > fans are going crazy all the time, which forces me to switch back to > "auto" in > order to quiet the fans. > Any major state change for any block would have to go through the dpm block > (smu), because it has to be accounted by this block for proper operation. > One > of the hard thing to code, coze no proper documentation, was to set the > blocks > in an initial state from a poweron/hard reset/etc which the dpm will know > how to start/catch-up its operations from. In a perfect world, the dpm > block > would have the knowledge on how to program any block in an initial working > state from any unknown state (and in case of hard block hang, would know > how to > hard reset it and set it in a initial state). > > > If freesync is about reducing the framerate rate for power saving, > > provided that I've seen it be mentioned the first time for GCN 2nd > generation, > > I'm not expecting freesync as a mandatory capability for the series. > > Well, there are the low FPS games, and the movies. I am a regular gamer, > and I > know that sustained 60 fps is the very lower bound for many games on a > desktop > computer display. > It does not apply to mobile size display, and "couch playing" on a TV. The > readibilty of the game depends directly on the amplitude of movements in > physical distance on the display, their speed, the viewing distance, and > the > FPS. From my personal comfort point of view and types of games I play, on a > desktop display (dpi, typical viewing distance, typical size), I would > target a > minimum of 80-100 fps (120/144 fps seems to be "perfect" targets). > Played rise of the tomb raider (vulkan) on my tahiti part, and even with a > blur > effect to "smooth" the perceived fps like in movies, sub-60 fps is really > uncomfortable. I was about to stop playing to this game even though it is a > rather "slow" video game. > > > In amd-staging-drm-next dce_clock_source is generic, SI specifics are > > not necessary anymore. > > If I recall properly, "bandwidths" and "watermarks" calcs had asic > generations > specific code paths. bandwidth is important for displayport programming or > maybe you can presume the maximum all the time (and sacrifice some unkown > amount of power) and watermarks, I know in my old driver I was giving the > highest priority the the dce block anyway (something related to a "memory > aribtrer" and "line buffer"). > > > Any other testing tools worth a run? > > AAA games (vulkan: rize of the tomb raider, GL:bioshock infinite) and AAAA > games > (dota2(gl and vulkan), cs:go...) > > -- > Sylvain > Thanks a lot Mauro >
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