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Star Swarm #13

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libcg opened this issue Mar 15, 2021 · 8 comments
Open
1 task done

Star Swarm #13

libcg opened this issue Mar 15, 2021 · 8 comments

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@libcg
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libcg commented Mar 15, 2021

Meta issue for the Star Swarm benchmark based on the Nitrous engine.

  • Working as of 0.4.0
@libcg libcg changed the title Star Swarm Star Swarm / Nitrous Engine Mar 15, 2021
@Cherser-s
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Cherser-s commented Apr 21, 2021

Interesting, which native libraries I need to use to run Star Swarm successfuly, I get segfault on the same address for both Mantle and D3D11 backends on Linux, for Windows it obviously runs fine. It happens when the program calls memcpy to this fixed address (as destination) from the trace, but never allocates it (for Mantle backend trace is the same).

Unhandled exception: page fault on write access to 0x2407c40fb in 64-bit code (0x0000000000bac54f).
Backtrace:
=>0 0x0000000000bac54f EntryPoint+0x191e3() in msvcr110 (0x00000000009afda0)
  1 0x000000014007939f EntryPoint+0xffb96e22() in starswarm_d3d (0x00000000009afda0)
  2 0x000000014000509e EntryPoint+0xffb22b21() in starswarm_d3d (0x00000000009afda0)
  3 0x0000000140070ce1 EntryPoint+0xffb8e764() in starswarm_d3d (0x00000000009afe60)
  4 0x00000001404e26d4 EntryPoint+0x100000157() in starswarm_d3d (0x00000000009afe60)
  5 0x000000007b64ca21 in kernel32 (+0x3ca20) (0x00000000009afe60)

It does work on Proton though.

@xatornet
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It's not working for me on Nvidia on v0.4.0:

=== GRVK 0.4.0 ===
I/00006D60/grInitAndEnumerateGpus: app "Star Swarm" (00000002), engine "Nitrous by Oxide Games" (00000002), api 00000001
W/00006D60/grInitAndEnumerateGpus: unhandled alloc callbacks
I/00006D60/grCreateDevice: 10DE:2204 "NVIDIA GeForce RTX 3090" (Vulkan 1.2.168, driver 466.11.0)
W/00006D60/grWsiWinGetDisplays: semi-stub
W/00006D60/grDbgRegisterMsgCallback: STUB
W/000038F0/grCreateImage: unsupported format 0x2000F for image type 0x1401, tiling 0x1500 and usage 0x3
E/000038F0/grCreateImage: vkCreateImage failed (-1000011001)
W/000038F0/getGrResult: unsupported result -1000011001
W/0000196C/grCreateImage: unsupported format 0x2000F for image type 0x1401, tiling 0x1500 and usage 0x3
E/0000196C/grCreateImage: vkCreateImage failed (-1000011001)
W/0000196C/getGrResult: unsupported result -1000011001
W/00004750/grCreateImage: unsupported format 0x5000F for image type 0x1401, tiling 0x1500 and usage 0x3
E/00004750/grCreateImage: vkCreateImage failed (-1000011001)
W/00004750/getGrResult: unsupported result -1000011001

@sehraf
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sehraf commented Apr 22, 2021

My Nvidia bails out earlier:

W/00000024/grWsiWinGetDisplays: semi-stub
wine: Unhandled page fault on read access to FFFFFFFFFFFFFFFF at address 0000000070BCA5C8 (thread 0024), starting debugger...

This is related to #8

@libcg
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libcg commented Apr 22, 2021

@xatornet RTX GPUs on Windows won't hit #8, but as you can see the game is trying to use an image format that the driver doesn't support. There's not much I can do.

@Cherser-s
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Well, regardless of render pass count, why FPS is so low? Does the benchmark write descriptor sets all the time or something?

@libcg
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libcg commented Apr 22, 2021

Yeah, pretty much...

@sehraf
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sehraf commented Apr 29, 2021

>30fps on my old radeon R9 290 on low preset 07a6f63

===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\Users\Documents\Star Swarm\Output_21_04_29_2213.txt
Version 1.10
04/29/2021 22:13
===========================================================

== Hardware Configuration =================================
GPU:		AMD Radeon R9 200 Series
CPU:		GenuineIntel
		       Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz
Physical Cores:			4
Logical Cores:			8
Physical Memory: 		17087897600
Allocatable Memory:		140737488224256
===========================================================


== Configuration ==========================================
API:				Mantle
Scenario:			ScenarioFollow.csv
User Input:			Disabled
Resolution:			1920x1080
Fullscreen:			True
GameCore Update:		16.6 ms
Bloom Quality:			High
PointLight Quality:		High
ToneCurve Quality:		High
Glare Overdraw:			0
Shading Samples: 		8
Shade Quality:			Mid
Deferred Contexts (D3D11):		Disabled
Small Batch Optimized (Mantle):		Enabled
Temporal AA Duration:		16
Temporal AA Time Slice:		8
Detailed Frame Info:		Off
===========================================================


== Results ================================================
Test Duration:			360 Seconds
Total Frames:			11407

Average FPS:			31.69
Average Unit Count:		4079
Maximum Unit Count:		5490
Average Batches/MS:		114.98
Maximum Batches/MS:		203.52
Average Batch Count:		4458
Maximum Batch Count:		18797
===========================================================

@libcg libcg changed the title Star Swarm / Nitrous Engine Star Swarm Dec 10, 2021
@plasticbomb1986
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grvk.log

===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\users\steamuser\Documents\Star Swarm\Output_21_12_20_1928.txt
Version 1.10
12/20/2021 19:28
===========================================================

== Hardware Configuration =================================
GPU:		AMD RADV VEGA10
CPU:		AuthenticAMD
		AMD Ryzen 7 3800XT 8-Core Processor            
Physical Cores:			8
Logical Cores:			16
Physical Memory: 		69617733632
Allocatable Memory:		140737488224255
===========================================================


== Configuration ==========================================
API:				Mantle
Scenario:			ScenarioFollow.csv
User Input:			Disabled
Resolution:			1920x1080
Fullscreen:			True
GameCore Update:		16.6 ms
Bloom Quality:			High
PointLight Quality:		High
ToneCurve Quality:		High
Glare Overdraw:			16
Shading Samples: 		64
Shade Quality:			Mid
Deferred Contexts (D3D11):		Disabled
Small Batch Optimized (Mantle):		Enabled
Temporal AA Duration:		16
Temporal AA Time Slice:		2
Detailed Frame Info:		Off
===========================================================


== Results ================================================
Test Duration:			360 Seconds
Total Frames:			29510

Average FPS:			81.97
Average Unit Count:		4791
Maximum Unit Count:		6160
Average Batches/MS:		1253.59
Maximum Batches/MS:		4536.85
Average Batch Count:		17388
Maximum Batch Count:		119707
===========================================================

Thats actually looks nice, since ti ran on the default non-oc settings for my gpu.

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