From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Thu, 20 Apr 2017 21:31:22 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D100742
Bug ID: 100742
Summary: dpm auto doesn't clock the GPU high enough for SteamVR
apps
Product: DRI
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: DRM/AMDgpu
Assignee: dri-devel@lists.freedesktop.org
Reporter: haagch@frickel.club
RX 480, Ryzen 1600X, tested on linux 4.10 and linux drm-next-4.12-wip, late=
st
upstream linux-firmware git. Same behavior on both kernels.
I recorded this video, showing umr top, sclk and mclk, while running the si=
mple
"Atlas Demo Scene" in the Destinations SteamVR app:
https://www.youtube.com/watch?v=3DU_mceDSBF7o
With the "auto" setting the GPU power level is not set high enough for Stea=
mVR
to render at the Vive's native 90 fps, so reprojection (interpolation to 90
fps) needs to kick in constantly.
Speculation time:
The SteamVR frametime graph shows the purple GPU load from the application
("Destinations") completely below the 11 ms which the application is probab=
ly
is probably targeting, so dpm has clocked the GPU fast enough for the
application to run at 90 fps. But then the application submits frames to the
SteamVR compositor which also takes some GPU time and pushes the "total" GPU
time taken to render one frame in the app and then display it in the compos=
itor
over the target 11 ms time.
Is this correct? Does dpm somehow analyze a per process GPU load? At least =
in
this case the GPU needs to clock fast enough to allow the application + the
SteamVR compositor to both render in under 11 ms per frame.
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Auto-Submitted: auto-generated
Bug ID |
100742
|
Summary |
dpm auto doesn't clock the GPU high enough for SteamVR apps
|
Product |
DRI
|
Version |
unspecified
|
Hardware |
Other
|
OS |
All
|
Status |
NEW
|
Severity |
normal
|
Priority |
medium
|
Component |
DRM/AMDgpu
|
Assignee |
dri-devel@lists.freedesktop.org
|
Reporter |
haagch@frickel.club
|
RX 480, Ryzen 1600X, tested on linux 4.10 and linux drm-next-4=
.12-wip, latest
upstream linux-firmware git. Same behavior on both kernels.
I recorded this video, showing umr top, sclk and mclk, while running the si=
mple
"Atlas Demo Scene" in the Destinations SteamVR app:
https://www.youtu=
be.com/watch?v=3DU_mceDSBF7o
With the "auto" setting the GPU power level is not set high enoug=
h for SteamVR
to render at the Vive's native 90 fps, so reprojection (interpolation to 90
fps) needs to kick in constantly.
Speculation time:
The SteamVR frametime graph shows the purple GPU load from the application
("Destinations") completely below the 11 ms which the application=
is probably
is probably targeting, so dpm has clocked the GPU fast enough for the
application to run at 90 fps. But then the application submits frames to the
SteamVR compositor which also takes some GPU time and pushes the "tota=
l" GPU
time taken to render one frame in the app and then display it in the compos=
itor
over the target 11 ms time.
Is this correct? Does dpm somehow analyze a per process GPU load? At least =
in
this case the GPU needs to clock fast enough to allow the application + the
SteamVR compositor to both render in under 11 ms per frame.
You are receiving this mail because:
- You are the assignee for the bug.
=
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--===============1723077378==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Tue, 04 Jul 2017 21:25:25 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D100742
--- Comment #1 from Felix Hellmann ---
I can observe the same behaviour. Setting power_dpm_force_performance_level=
to
high reduces ans smoothes out the StreamVr Compositor frame timings. Even w=
hen
no "real" app is running (so just the basic space you get when launching)
Arch Linux
RX 480
i7 3770k
4.11.7-1-ck
Mesa git from 2017-07-03
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Commen=
t # 1
on bug 10074=
2
from =
Felix Hellmann
I can observe the same behaviour. Setting power_dpm_force_perf=
ormance_level to
high reduces ans smoothes out the StreamVr Compositor frame timings. Even w=
hen
no "real" app is running (so just the basic space you get when la=
unching)
Arch Linux
RX 480
i7 3770k
4.11.7-1-ck
Mesa git from 2017-07-03
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Tue, 11 Jul 2017 21:33:54 +0000
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Date: Tue, 11 Jul 2017 21:33:53 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D100742
--- Comment #2 from higuita@gmx.net ---
maybe my bug is a dupe from this
https://bugs.freedesktop.org/show_bug.cgi?id=3D101749
i notice that we all have a RX480... does other AMDGPU cards also have this=
or
is the problem only related with this hardware?
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Tue, 11 Jul 2017 22:43:19 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D100742
--- Comment #3 from Alex Deucher ---
I think we probably need to add a new op to the context ioctl to allow the
application to request a floor for a specific clock (sclk, mclk, dclk, eclk,
etc.) so that the application can override the natural dynamic selection do=
ne
by the smu. Then when commands from that specific context are scheduled, t=
he
kernel driver can force a higher floor for whichever clocks are requested.
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Commen=
t # 3
on bug 10074=
2
from Alex Deucher
I think we probably need to add a new op to the context ioctl =
to allow the
application to request a floor for a specific clock (sclk, mclk, dclk, eclk,
etc.) so that the application can override the natural dynamic selection do=
ne
by the smu. Then when commands from that specific context are scheduled, t=
he
kernel driver can force a higher floor for whichever clocks are requested.<=
/pre>
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Sun, 09 Sep 2018 10:12:22 +0000
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--- Comment #4 from Christoph Haag ---
The situation has massively improved since I opened this issue at least with
very recent kernels.=20
I'm hesitant to close it, at least not before doing some testing to see if =
it
can still be reproduced.
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t # 4
on bug 10074=
2
from Christoph Haag
The situation has massively improved since I opened this issue=
at least with
very recent kernels.=20
I'm hesitant to close it, at least not before doing some testing to see if =
it
can still be reproduced.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 100742] dpm auto doesn't clock the GPU high enough for SteamVR
apps
Date: Tue, 19 Nov 2019 08:15:32 +0000
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Martin Peres changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |MOVED
--- Comment #5 from Martin Peres ---
-- GitLab Migration Automatic Message --
This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.
You can subscribe and participate further through the new bug through this =
link
to our GitLab instance: https://gitlab.freedesktop.org/drm/amd/issues/157.
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<=
span class=3D"fn">Martin Peres
changed
bug 10074=
2
What |
Removed |
Added |
Status |
NEW
|
RESOLVED
|
Resolution |
---
|
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