• Blaster M@lemmy.world
    link
    fedilink
    English
    arrow-up
    34
    ·
    23 hours ago

    TLDR: Sometimes games lag because the cpu wants to sleep between each frame. AMD patch adds a per-core cpu performance profile, which lets games run on their cpu core(s) at full speed (no mid-frame sleeps) without setting the whole cpu into a battery-sucking performence mode.

    • AnyOldName3@lemmy.world
      link
      fedilink
      arrow-up
      35
      ·
      21 hours ago

      That’s not exactly it. It’s the game that sleeps (e.g. because it’s waiting for the graphics driver to be ready for more work or there’s a framerate limiter). When it sleeps, the CPU core running that thread temporarily goes to idle speed, then when the sleep finishes, it initially clocks back to a medium speed and only goes back to full speed after it’s run for a while because someone somewhere assumed that processes that sleep of their own volition don’t care if they don’t run quickly. That’s not true for games, so they take longer to prepare the next frame than they should.

      The patch makes it so that if a core goes into the C0 state (maximum speed) and has already been in the C0 state for most of the time for a few milliseconds, it temporarily sets a preference for that core to go straight to full speed after a sleep instead of to medium speed, and doesn’t remove that preference until it’s not been in in C0 for 300ms. That gets rid of the slow start after each frame’s sleep.

    • SomGye@sh.itjust.works
      link
      fedilink
      arrow-up
      72
      ·
      1 day ago

      In game benchmarks, a lot of sites and reviewers tend to show the bottom 1 percent of framerate in their graphs, so the 1% here would be the lowest/worst part of the average performance. Boosting the 1% would essentially be raising the minimum performance and make performance drops less severe.

    • Creat@discuss.tchncs.de
      link
      fedilink
      arrow-up
      28
      ·
      1 day ago

      To clarify further: They aren’t saying “1%” they are saying “1% lows”. If you only take the bottom (lowest) 1% of all frame rate measurements (and average them), that is what this refers to. The reason this is important is that it gives a good indication if a game “feels laggy”. Occasional dips to low fps or stutters in general will lower this number.

      • kevincox@lemmy.ml
        link
        fedilink
        arrow-up
        1
        ·
        39 minutes ago

        If you only take the bottom (lowest) 1% of all frame rate measurements (and average them)

        I don’t think that is the methodology. I think it is taking the 99th percentile frame time. So basically if took the time it took to generate every single frame this is the time that 99% of frames were faster than and 1% were slower than.

        If this number goes down it means that the worst frames are less bad. This is a pretty important part of the experience as even if you have good average frame time (and decent FPS) having a few slow frames really makes the game feel choppy and can make precise inputs difficult.

      • Ghoelian@piefed.social
        link
        fedilink
        English
        arrow-up
        8
        ·
        11 hours ago

        And to add even more, the reason this is important, is because in-game fps counters/overlays use an average over a short period. Quick lag spikes can make a game feel horrible while the counter displays a solid 60fps.