Van Gogh, AMD’s Steam Deck APU
chipsandcheese.com
chipsandcheese.com
https://lore.kernel.org/lkml/CAJZ5v0jWX=H=aZ25PzHdH05bRJvtYb...
The way the benchmark works likely triggers it consistently.
Cool to see you here. Gamescope is awesome.
To my very limited understanding they both target to do more or less the same thing, and I think we have enough fragmentation in the Linux ecosystem as it is, so to my uninitiated brain it would have seemed logical to put al that development effort in improving Wayland for the steamdeck instead of building another compositor.
Thanks in advance.
It seems to be a conversation where Deepak Sharma talks about needing to resubmit a patch (and a follow up patch), rather than be the submitted patches themselves.
Many older games struggle to hit a consistent 60 FPS due to CPU limitations. With some testing you can usually figure out which options are mostly bottlenecked by the CPU.
There are some games, like Fallout 3, that will chug down towards 30 FPS in busy areas regardless of settings :/
Well that's not entirely surprising now, is it?
[0]: https://youtube.com/@cryobyte33 [1]: https://github.com/CryoByte33/steam-deck-utilities [2]: https://steamdeckhq.com/game-settings/
The performance difference there is stark.
I’ve had this issue with plenty of games.
It checks out given the articles coverage of just how poor the memory latency is once you exceed the tiny 4MB cache.
There are ways to “fix” it but they tend to suck. You can crank the draw distance of objects to the minimum but if it’s not done dynamically then every other scene becomes terribly ugly/broken. You can also install mods that remove some of the clutter but how do you know which clutter to remove? Some of it is aesthetically important and the tone of the scene can change dramatically by randomly removing stuff.
Fallout 3(& by extension New Vegas) hasn't had that luxury; those games only got two releases (initial & "ultimate edition"), both of which running on an engine where the glue holding things together is duct tape and technical debt going back to Oblivion and it was released for a set of consoles that needed optimization to the degree where it was just easier to dump the entire world state as it changed into a save file instead of just storing the bare minimum[0]. That's the sort of optimization that will lead to bugs down the line as undocumented features and behaviors change (not to mention the already buggy release state of both games.)
[0]: Which in turn caused another infamous bug to pop up where the PS3 would run out of storage to keep individual game saves (the cap was something like 10mb) after playing for long enough.
Someone said something about it before that makes sense to me - it's a portable PS4. If you are happy with playing games at the level a PS4 would play them, then it's a perfect device for you. If you expect proper next-gen games to run on it(Returnal) then you will be disappointed.
That would definitely boost performance and battery life. Wouldn't mind it if came with a price increase, as it would still be cheaper than a single high end GPU alone.
From the spec:
2.1.1.5 USB4 Host
Host contains:
* A Host Router.
* A USB 2.0 Host.
* An Enhanced SuperSpeed Host.
* A DisplayPort Source.
Host can also optionally contain a PCIe controller or PCIe switch.
A USB4 Host supports 20G USB4 operation (Gen 2). It optionally supports 40G USB4 operation (Gen 3) and 80G USB4 operation (Gen 4).
Also, keeping current deck hw specs will allow developers to focus on single device when optimizing game for deck. Some games (i.e. cyberpunk 2077) already have dedicated "steam deck" graphics preset. Some (i.e. sons of the forest) have steamdeck: true/false variable in debug window. Maybe we'll see dedicated deck support in some game engines? Who knows.
[1] https://www.theverge.com/23499215/valve-steam-deck-interview...
> keeping current deck hw specs will allow developers to focus on single device when optimizing game for deck
That argument is used by incumbent console makers to refresh their hardware once in 5 years which results in it being horribly behind and holding games back as well. So I don't really buy this logic.
We're talking about portable games here. There will always be some drawback due to power limit and other issues. While i can relate to your sentence about games being horribly behind due to "platform parity", that probably won't work for portable platform.
With such approach there is no need to stagnate available hardware on any platform.
What's interesting is that Proton (or more specifically vkd3d-proton) allows it to perform well even on Steam Deck.
Some major work also went into radv for that to happen.
That sounds strange, I'm using a 3090ti and can play it on 4K with more than 60fps (with DLSS). Maybe something else is the bottleneck in your setup? Or maybe you haven't tried it since the initial launch? Initially the performance was shit for me as well.
DLSS is nice, but you still can notice some flickering on neon stuff, hair, etc in cyberpunk with DLSS enabled.
For example, I could make monster hunter world to run at 60 fps but many games like this is just not designed for 720p. There are so many things on screen that are shrunk to few pixels and it just looks bad
Also, the deck tends to have GPU headroom due to the awful CPU performance so you can do it for free usually.
There will be too many objects on screen. When u shrink it to 720p, it's simply not viable anymore as the objects and textures have too few pixels to represent.
It's a tradeoff between cost, performance, portability, battery life and resolution. They've done a nice job in my opinion.
That would be a terribly unwise decision from Valve. If there is one sure thing about video games console systems, is that stability of the product is more important than outright performances. That is what makes them so successful over gaming PCs. If Nintendo or Sony was releasing a new model every 2 years and people couldn't run new games on the old releases, only a fraction of those users, the very hardcore gamers, would follow the upgrade path and most users would just leave the platforms.
The best thing that can happen is the Steamdeck stays the same for 5 to 10 years and video game developers continue making sure their games run well on it.
Although I wonder how much exclusivity you get anyways with how remarkably similar the PS4/Xbox One and PS5/XSX designs are.
Don't underestimate them, Valve is similar in revenue to Microsoft Gaming Division, so I think they can afford selling hardware at a loss.
> L3 issues seem to be gone with a bandwidth test, with similar results using Windows or Linux. We see over 200 GB/s of L3 bandwidth with an all-thread load.
Somethings weird. There's definitely an L3 and it definitely works but not as predictably as most cores.
I guess it's the same APU... Hard to track these things.
>with Windows 11
>in Windows
We’ve got a serious case of Redmonditis over at Chips and Cheese, LOL.
Also, every single reference to Windows is in the context of testing whether the performance issues they're seeing are OS or hardware related, which is exactly the sort of analysis work I'd like to see more of.
At any rate, this article isn't about the Steam Deck's performance, it's about Van Gogh specifically, and how it relates to other pieces of Zen 2 hardware. Testing with both Linux and Windows is useful. There's a comment elsewhere in this discussion by a Valve engineer saying that one of the issues the author saw is due to an ACPI handling issue in Linux. That's the sort of thing you catch by testing with multiple OSes.
But using Windows, as another commentator pointed out, was done because my latency test gave very weird results from SteamOS and needed more investigation. I also used Windows to test the iGPU because Nemes's Vulkan test ran into problems under SteamOS.
It's like Linux on the Switch - you don't see the gaming press benchmarking the Switch using Linux. But then again the Linux Foundation doesn't pay thousands of "people" in the gaming press to astroturf its product. Microsoft does.
It's not like the Linux review part was completely skipped, which would make the review a bit silly.
It would be interesting to get the details of how this all went down considering about a year before Van Gogh, at the beginning of 2020, there was a rumor that Apple was going to make a 5000 dollar gaming mac (that would sorta slot into where the mac studio is now). If the “gaming mac” portion of the rumor is true, that potentially raises more questions like if Apple might have wanted to keep designing x86_64 macs, and if AMD was shopping the idea of this chip to a number of parties or who put money in the development of this chip and when (as you pointed out). Again not because theres something nefarious going on, but just because it seems like a great story.
I guess in the gaming industry you shouldn't kill your darlings?
Sony was pretty pissed off when Nintendo announced they were going to be partnering with Philips when they thought Nintendo was going to be announcing they were working with Sony. So they ended up entering the gaming market to compete with Nintendo. However the PlayStation they came up with was an entirely new design focused on 3D graphics.
I did some of my own exploration 1-2 months ago, and I identified it as an RTL8821CE combo WiFi/Bluetooth chip. It took a bit of time, because the chip uses PCIe for the WiFi part and USB for the Bluetooth part, so the different functions appear on different busses and tools.
I've seen 1866hz quad rank ddr3 perform substantially better.
Anyone know more about this?
The PS5's CPU has fewer floating point register files. Given that it's a game console, there's probably fewer threads running, so it was just unnecessary die area.
What you talk about is not used in the X86 ISA: https://en.m.wikipedia.org/wiki/Register_window
If PS5 code uses fewer floating point operations than conventional desktop CPUs, there are fewer physical floating point registers needed for an equally sized speculation window.