Closed Darkhost1999 closed 2 years ago
Status update with recent changes to RPCS3. If helpful. RPCS3.log
I forgot to mention. I tested my 1050ti. No performance impact was observed. Something else is going on specifically in your setup. Lets leave the ticket up to gather more data in case more people are affected.
Lots of people have tested this and nobody had a performance hit.. Pretty sure its an user error thing.
issues with patches applied are not allowed
Updated logs Thanks guys
Yikes, this also happens to me lol CPU: i7 8700 GPU: GTX NVIDIA 1070 Ti
MSAA (Anti-Aliasing) Disable:
MSAA (Anti-Aliasing) Enable:
0.0.21-13335 (Prior to #11607) - With AA:
0.0.21-13335 - Without AA:
Latest build (with AA):
Latest build (without AA):
LOG RDR 13335 No AA.gz LOG RDR 13335 AA.gz
LOG RDR No AA.gz LOG RDR AA.gz
CPU: i9-9900KF GPU: GTX 970
Can confirm the performance degradation when AA is enabled.
CPU: Core i5 12600K GPU: GTX 1080
Latest Build: AA Enabled: 10 FPS Avg AA Disabled: 30 FPS
btw: I noticed when AA is enabled the GPU is pegged at 98% Utilization. When AA disabled it's around 30%.
Edit: Log file AA enabled. RPCS3.log
I know this isn't RDR, but LittleBigPlanet is negatively affected by this too. With AA on I get sub 5 fps at 100% gpu utilization, wherein before I could have it on without any worry or notice. And unlike RDR, disabling AA introduces graphical issues:
Logs: RPCS3.LBP.before.gz RPCS3.LBP.after.gz
Specs:
3080 here Noticed that for me MSAA regressed a lot in RDR too, but only on non-native resolutions 13343 1x IR, AA Disabled 13343 1x IR, AA Enabled 13343 2x IR, AA Disabled 13343 2x IR, AA Enabled Rre_PR 13335 2x IR, AA Enabled, but windows flickering Logs for all cases: 13343_1x_No_AA.gz 13343_1x_AA.gz 13343_2x_No_AA.gz 13343_2x_AA.gz 13335_2x_AA.gz
Its not "only in native resolutions". It only manifests for you at higher resolutions because your GPU is faster. Your GPU is fast enough to handle MSAA at 1X IR, but it can't handle a higher resolution + MSAA.
I'm working on a more radical solution. To be clear - the old way of MSAA is unacceptably bad, we cannot go back to using it. I'm trying a new approach altogether.
I'm working on a more radical solution. To be clear - the old way of MSAA is unacceptably bad, we cannot go back to using it. I'm trying a new approach altogether.
https://github.com/RPCS3/rpcs3/pull/11665 should resolve this once and for all. It has been tested with AMD (RDNA2) and NV (Maxwell, Pascall & Ampere) GPUs. Test if anything breaks. It is a big change, its better to be careful.
Making a formal report per requested
Build without regression #10579 RPCS3.log
Build with regression #11607 RPCS3.log
In my honest thoughts I can continue playing with MSAA off and I would not be upset if the cause to this issue is a won't fix.