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| author | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 21:22:29 -0400 |
|---|---|---|
| committer | Takoroka <137927095+Takoroka@users.noreply.github.com> | 2026-10-28 21:22:29 -0400 |
| commit | ce56f546ed6a2682fb3b02d4c199d3a77d698702 (patch) | |
| tree | 70e14690e67159a1c55ea817c78dfe398536ab0c /src/video_core/texture_cache/decode_bc.cpp | |
| parent | 58737a744ac097e3a7125f43849ac5e8c172a8ff (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/texture_cache/decode_bc.cpp')
0 files changed, 0 insertions, 0 deletions
