| 22 Mar 2025 |
Sean | this is what I was talking about | 01:39:14 |
Sean | vram bloat expected hmm | 01:40:18 |
Sean | does that just mean I need to run with lower settings? | 01:40:31 |
Sean | I don't think so. I mean the vram target is way below my total vram | 01:44:20 |
olivia | yeah, it's not something to be concerned about. It just means that your driver/card doesn't support sparse binding for whatever format the application is trying to use, which prevents dxvk from fragmenting the image's memory. This is just a 3840 x 1600 image, so nothing significant is being lost here | 01:47:35 |
olivia | oh, this is vkd3d, not dxvk | 01:48:30 |
olivia | I'm guessing that the semaphore-related errors show up even when you're not in the problematic area? | 01:50:02 |
Sean | In reply to @olivia:computer.surgery I'm guessing that the semaphore-related errors show up even when you're not in the problematic area? yes they always show up | 01:50:52 |
olivia | cool | 01:51:11 |
olivia | none of these messages look particularly suspicious to me then | 01:51:21 |
Sean | so it’s the linwind errors? making it a wine bug? | 01:51:52 |
Sean | * so it’s the libunwind errors? making it a wine bug? | 01:52:03 |
olivia | that seems like the most likely hypothesis to me | 01:52:10 |
olivia | do those show up in other parts of the game? | 01:52:16 |
Sean | in other parts of the game the gpu doesn’t drop typically | 01:52:39 |
Sean | let me double check though | 01:52:57 |
olivia | I thought the gpu dropping wasn't happening anymore, and the only visible problem is lower fps and input delay? | 01:53:18 |
olivia | * I thought the gpu dropping wasn't happening anymore (after removing the overclocking), and the only visible problem is lower fps and input delay? | 01:53:32 |
Sean | well I guess it’s not dropping. that’s just what it looks like | 01:53:41 |
Sean | no like it’s stuttering to 2 FPS for 1/2 second every 3 seconds | 01:54:10 |
olivia | the reason to check whether the seh/libunwind messages occur elsewhere is that if they do occur elsewhere with similar frequency, then it's evidence against the hypothesis that they are related to the visible fps/stuttering problems, which occur only in this one place | 01:54:36 |
Sean | okay right | 01:55:02 |
olivia | but if they don't, then it points to them being reltaed | 01:55:05 |
olivia | * but if they don't, then it points to them being related | 01:55:07 |
Sean | well the stutters correlated with the logs that were in the middle of the semaphore warnings | 01:55:39 |
Sean | yeah other areas are fine | 01:56:47 |
olivia | oh... that's potentially significant | 01:57:00 |
olivia | the "PSO compatibility hash mismatch." logs, or the ones about allocations? | 01:57:32 |
olivia | the hash mismatch ones probably trigger shader recompilation, so it would make sense if those caused stuttering | 01:58:12 |
Sean | I think the hash mismatch. it was kind of hard to tell because the entire graphics stack stuttered | 01:58:25 |