Is rendering not using multiple graphics cores properly?

Is rendering not using multiple graphics cores properly?

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lurker
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Joined: 08 Jan 2007, 06:13

Is rendering not using multiple graphics cores properly?

Post by lurker »

<rattle> hmm forcing opengl to single core just improved my FPS by a lot
<rattle> GPU single core that is, not CPU
<rattle> spring is such failure
...later...
<Peet> yeah that increased my fps by about 50%
<Peet> nice

These are nVidia 8 series cards.

Discuss.
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rattle
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Re: Is rendering not using multiple graphics cores properly?

Post by rattle »

I was using nhancer which is a profile manager for nvidia cards.

Create a new profile, add Spring.exe and change these in the third tab:
Image

Increased my FPS by a good deal.
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lurker
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Re: Is rendering not using multiple graphics cores properly?

Post by lurker »

<[tN]aegis> O_O
<[tN]aegis> raised the fps by 50-100%
<[tN]aegis> on my 7600 gt
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Re: Is rendering not using multiple graphics cores properly?

Post by Archangel of Death »

He did what exactly to raise his fps on a 7600gt? Because I wouldn't mind trying it... :mrgreen:
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jcnossen
Former Engine Dev
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Re: Is rendering not using multiple graphics cores properly?

Post by jcnossen »

rattle: your image says "CPU Multi Core support", not GPU Multi Core support. There is no such thing as GPU cores, just lots of pipelines in one chip.
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lurker
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Re: Is rendering not using multiple graphics cores properly?

Post by lurker »

OpenGL Control: Multithreading Off

I believe that's the new setting. What is it then?
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jcnossen
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Re: Is rendering not using multiple graphics cores properly?

Post by jcnossen »

That would be turning of CPU multithreading of the OpenGL driver, similar to the "Turn of multithreading optimization" problem that is well known for spring.

There is no concept of 'threads' in a GPU, so it has to be about CPU. If it would mean using 1 gpu pipeline instead of 64/128/whatever, then that would be devastating for your FPS.
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lurker
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Re: Is rendering not using multiple graphics cores properly?

Post by lurker »

jcnossen wrote:That would be turning of CPU multithreading of the OpenGL driver, similar to the "Turn of multithreading optimization" problem that is well known for spring.
Both of them can't be that option :/
I guess we need some people to test which matches up with that setting. But I doubt Peet and aegis both had it left on.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Is rendering not using multiple graphics cores properly?

Post by Kloot »

From nhancer's readme:
Added the new section ├óÔé¼┼ôOpenGL Control├óÔé¼┬Ø to the Compatibility tab. Currently, two options can be controlled there:

├óÔé¼┼ôMultithreading├óÔé¼┬Ø: Controls whether the OpenGL driver uses MultiThreading to improve its performance. If none of the options is selected, the driver will automatically use MultiThreading on MultiCPU systems only.

├óÔé¼┼ôError reporting├óÔé¼┬Ø:

The ├óÔé¼┼ôCPU Multi Core support├óÔé¼┬Ø setting no longer controls the OpenGL multithreading, there's a separate option available for this now. Only Direct3D's multithreading can be controlled with this option now.
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rattle
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Re: Is rendering not using multiple graphics cores properly?

Post by rattle »

Aha... the description was rather vague. So this is exactly what the single CPU core setting did before. Funny thing is that Spring's performance improved after setting this option, even though it was set to single core in the official control panel. Ah what ever, more FPS don't hurt.
el_matarife
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Re: Is rendering not using multiple graphics cores properly?

Post by el_matarife »

This is probably an nVidia issue, not a Spring one. The nVidia driver attempts to multithread the CPU parts of graphics rendering, and this can sometimes cause large issues. Make sure you are running the latest processor drivers if you are running an AMD system, and get all the latest Windows updates on both AMD and Intel since both the Athlon 64 dual core models and the Intel Core2Duo models have some bugs that get fixed by these patches.
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