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Revert "Vulkan: Feedback loop detection and barriers (#7226)" #264
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Thought I should add my two cents to this. This is not a good idea, it would be better to use performance and best practice layer to fix this. |
There's a reason why I haven't merged it yet. We're figuring out a way to keep the behavior when it needs it. |
Now that the sparse-jit PR has been merged, would you consider rebasing this PR on the latest Canary release? I didn't see any benefits from either sparse jit nor this Vulkan barrier revert before since I have a weak CPU, but I am curious to see if there will be benefits from having both of them at once. |
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Done. |
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The City in Xenoblade went from 40 FPS on both the sparse jit build and barrier revert build individually, to 50 - 55 FPS when both are merged together in this pull request. I guess all that we need to finish it is some way of detecting RDNA3 GPUs to enable vulkan barrier detection for them specifically. |
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Improves performance by 5 FPS or so and stutters are less severe & frequent in the worst case scenarios in DQ3 HD2D. CPU: AMD Ryzen 9 7900X Modified AUR PKGBUILD for ryujinx-git to source from this branch
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PR now includes migration to .NET 9. |
This reverts commit ca59c3f.
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This reverts commit ca59c3f.
Prevents slowdowns in Paper Mario: The Thousand Year Door, the Xenoblade games, and others. Feel free to test and let me know if you get speedups in games where it would normally slow down.
There are known issues with AMD RX 7000 (RDNA 3) cards, so a fix implementing barriers only on these cards would be an ideal solution.