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authorTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 21:22:29 -0400
committerTakoroka <137927095+Takoroka@users.noreply.github.com>2026-10-28 21:22:29 -0400
commitce56f546ed6a2682fb3b02d4c199d3a77d698702 (patch)
tree70e14690e67159a1c55ea817c78dfe398536ab0c /src/video_core/gpu_thread.cpp
parent58737a744ac097e3a7125f43849ac5e8c172a8ff (diff)
nx2: present no longer waits for its own frame; cancelled slot events signal
- vi2 229 now waits for the previous frame's fence by default, so the game prepares frame N+1 while the GPU thread runs frame N. Waiting for the current frame serialized them: 8-56 ms of each 34-105 ms frame was spent blocked. Title 1 now blocks under 1 ms per frame on average and its GPU thread runs ~90% busy, which is the next limit. EDEN_NX2_FRAMES_AHEAD=0 restores the old wait. - syncpt 202 (cancel a slot request) signals the slot's event when the request was still pending. NvOsEventPool waits on it again after its ~100 ms wait times out; title 1 hung there forever whenever a mid-frame wait outlasted 100 ms with the GPU thread a frame behind (2 of 4 runs). Two 185 s runs with 2-3 cancels each completed. - EDEN_NX2_VSYNC_HZ=<rate> sets the vi2 vsync event rate (experiment; 240 Hz did not shorten title 1's frames).
Diffstat (limited to 'src/video_core/gpu_thread.cpp')
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