On 2 May 2011 13:20, Emanuele Oriani emaentra@ngi.it wrote:
Hi, let me agree with you... probably there might be one or two fixes somewhere which will make performance go better, but apparently the idea is that now, if "early optimization is the root of all evils" was true a while a go, I guess we're at a place where all the small optimizations should take place.
There's a difference between "early" and "premature", but I guess it's subtle. I don't agree with the concept of "Anything goes as long as it improves performance for someone, somewhere."
For example, the main issue with SC2 is that if you don't set the affinity of all threads to one core, the game will go slower by 40%; for this reason I think this game suffers of other issues related to other wine components (than D3D) and/or Linux scheduler. The main issue with SC2 is that setting different shaders level will heavily impact the game; and I'm running on a 470 GTX: this shouldn't be the case. Should we probably looking into the way we generate shaders (both GLSlang and ARB ones)? Another point, what about how we handle offscreen buffers? All FBO etc etc?
Most of it really does come down to careful debugging / benchmarking, I'm afraid. There's plenty of speculation, but at some point someone just has to do the actual work.
If I remember correctly someone was working on a worker thread for D3D. Did we abandon tis project?
Not as such, but to my knowledge nobody is currently actively working on that. This is also one of those things that's a lot harder than it looks.