kd-11
kd-11
In future, WCB+WDB and RCB+RDB will be merged, so the way I see it, the only problem here is that CPU blit is not working as intended. That is obviously...
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
This is addressed by https://github.com/RPCS3/rpcs3/pull/9738 Upload times are still not amazing, but sub-10ms is good enough for me. Please verify.
This one went under the radar and I forgot about it. It's a simple fix, I'll push something in a few hours.
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
Some of these games may have the same root cause as the SSX issue. Its a similar bug to the one fixed in texture cache but now in the surface...
It's fixed by https://github.com/RPCS3/rpcs3/pull/15743
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
Test with https://github.com/RPCS3/rpcs3/pull/9772
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
This should have improved with recent additions, memory usage is closely monitored and cache eviction works now. I don't expect things to be completely fixed but at least should be...
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
Let's get a rebench here. I've done some work to significantly improve surface cache traversal times recently, and previously I optimized the regular texture cache as well. Things should have...
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
> Far Cry 2 is still doing 20-30k us of upload time, looks about the same as my last test. 200+ texture uploads per frame looks like something I need...
Insanely high texture upload time - (engine using an allocator to place its object in vram) R&C ACiT
I looked into fc2, it has the same issues as kz2 & kz3 but worse. I'll come up with a solution.