
opengl better than vulkan on my amd?
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- Posts: 12
- Joined: Sat Feb 27, 2021 5:26 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
opengl better than vulkan on my amd?
This seems odd, but gzdoom runs better for me (more stable/higher fps) in opengl versus vulkan. On an AMD card! (R9 290) Not complaining really, tons of fps either side 

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: opengl better than vulkan on my amd?
That's a bit surprising. Can you run the "bench" console command on both backends with a fairly demanding map from the exact same position and post the results here? I'd really like to see the results of that.
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- Posts: 12
- Joined: Sat Feb 27, 2021 5:26 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: opengl better than vulkan on my amd?
Found a good spot, killed all monsters, made save game as testing point.
vulkan bench right after load
vulkan bench after opening and closing game menu
opengl
open gl after menu
TLDR
So vulkan starts out stronger, but activating the game menu causes it to end up in a lower spot, somewhat variable also (only one bench shown for that phenomenon)
vulkan bench right after load
Code: Select all
Map MAP27: "Heresiarch's Seminary",
x = -373.3851, y = -2487.9414, z = 48.0000, angle = 89.9121, pitch = 4.7461
279 fps
Walls: 190 (0 splits, 0 t-splits, 688 vertices)
Flats: 97 (97 primitives, 11607 vertices)
Sprites: 249, Decals=0, Portals: 1, Command buffers: 1
BSP = 0.042, Clip=0.065
W: Render=0.082, Setup=0.049
F: Render=0.036, Setup=0.007
S: Render=0.127, Setup=0.070
2D: 0.727 Finish3D: 0.001
Main thread total=0.176, Main thread waiting=0.069 Worker thread total=0.142, Worker thread waiting=0.016
All=2.762, Render=0.266, Setup=0.182, Portal=0.005, Drawcalls=0.108, Postprocess=0.015, Finish=2.205
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Code: Select all
Map MAP27: "Heresiarch's Seminary",
x = -373.3851, y = -2487.9414, z = 48.0000, angle = 89.9121, pitch = 4.7461
253 fps
Walls: 190 (0 splits, 0 t-splits, 688 vertices)
Flats: 97 (97 primitives, 11607 vertices)
Sprites: 249, Decals=0, Portals: 1, Command buffers: 1
BSP = 0.049, Clip=0.075
W: Render=0.102, Setup=0.058
F: Render=0.046, Setup=0.008
S: Render=0.158, Setup=0.081
2D: 0.728 Finish3D: 0.001
Main thread total=0.207, Main thread waiting=0.083 Worker thread total=0.165, Worker thread waiting=0.018
All=2.874, Render=0.332, Setup=0.214, Portal=0.006, Drawcalls=0.135, Postprocess=0.017, Finish=2.198
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Code: Select all
Map MAP27: "Heresiarch's Seminary",
x = -373.3851, y = -2487.9414, z = 48.0000, angle = 89.9121, pitch = 4.7461
264 fps
Walls: 190 (0 splits, 0 t-splits, 688 vertices)
Flats: 97 (97 primitives, 11607 vertices)
Sprites: 249, Decals=0, Portals: 1, Command buffers: 0
BSP = 0.040, Clip=0.062
W: Render=0.380, Setup=0.050
F: Render=0.194, Setup=0.007
S: Render=0.569, Setup=0.071
2D: 0.090 Finish3D: 0.045
Main thread total=0.168, Main thread waiting=0.066 Worker thread total=0.143, Worker thread waiting=0.015
All=3.461, Render=1.167, Setup=0.173, Portal=0.016, Drawcalls=0.881, Postprocess=0.030, Finish=1.639
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Code: Select all
Map MAP27: "Heresiarch's Seminary",
x = -373.3851, y = -2487.9414, z = 48.0000, angle = 89.9121, pitch = 4.7461
264 fps
Walls: 190 (0 splits, 0 t-splits, 688 vertices)
Flats: 97 (97 primitives, 11607 vertices)
Sprites: 250, Decals=0, Portals: 1, Command buffers: 0
BSP = 0.039, Clip=0.061
W: Render=0.381, Setup=0.049
F: Render=0.194, Setup=0.007
S: Render=0.568, Setup=0.071
2D: 0.087 Finish3D: 0.044
Main thread total=0.165, Main thread waiting=0.065 Worker thread total=0.141, Worker thread waiting=0.014
All=3.465, Render=1.165, Setup=0.170, Portal=0.016, Drawcalls=0.868, Postprocess=0.028, Finish=1.655
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
So vulkan starts out stronger, but activating the game menu causes it to end up in a lower spot, somewhat variable also (only one bench shown for that phenomenon)
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: opengl better than vulkan on my amd?
That map is not very representative, it is far too simple for that. It looks more like normal variations - the actual render performance of Vulkan is clearly better by ca. 20%, looking at the "All" value.
BTW, same scene on my computer with a comparable CPU and a Geforce 1060 gives All=1.5 - it's mainly the draw calls and finish time that differs. I get 0.007 there with OpenGL.
BTW, same scene on my computer with a comparable CPU and a Geforce 1060 gives All=1.5 - it's mainly the draw calls and finish time that differs. I get 0.007 there with OpenGL.
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- Posts: 12
- Joined: Sat Feb 27, 2021 5:26 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: opengl better than vulkan on my amd?
I tried a more demanding map, with Vulkan taking the crown by double! Neither seemed to have variation, that just must be an oddity of vulkan on baby maps.
Map map01: "Verdant Citadel",
x = 5200.0000, y = 4056.0000, z = -119.0000, angle = -135.0000, pitch = 0.0000
44 fps
Walls: 5072 (0 splits, 143 t-splits, 12784 vertices)
Flats: 1465 (1465 primitives, 40794 vertices)
Sprites: 1063, Decals=61, Portals: 4, Command buffers: 0
BSP = 0.839, Clip=1.479
W: Render=8.645, Setup=1.410
F: Render=3.301, Setup=0.206
S: Render=3.404, Setup=0.522
2D: 0.139 Finish3D: 0.051
Main thread total=2.786, Main thread waiting=0.468 Worker thread total=2.684, Worker thread waiting=0.547
All=20.718, Render=15.581, Setup=2.801, Portal=0.310, Drawcalls=10.410, Postprocess=0.090, Finish=0.864
DLight - Walls: 420 processed, 243 rendered - Flats: 1054 processed, 264 rendered
Map map01: "Verdant Citadel",
x = 5200.0000, y = 4056.0000, z = -119.0000, angle = -135.0000, pitch = 0.0000
85 fps
Walls: 5072 (0 splits, 143 t-splits, 12784 vertices)
Flats: 1465 (1465 primitives, 40794 vertices)
Sprites: 1063, Decals=61, Portals: 4, Command buffers: 7
BSP = 0.885, Clip=1.588
W: Render=2.232, Setup=1.482
F: Render=0.990, Setup=0.218
S: Render=0.861, Setup=0.550
2D: 1.016 Finish3D: 0.001
Main thread total=2.924, Main thread waiting=0.452 Worker thread total=2.860, Worker thread waiting=0.609
All=8.913, Render=4.287, Setup=2.939, Portal=0.097, Drawcalls=1.250, Postprocess=0.032, Finish=1.188
DLight - Walls: 418 processed, 239 rendered - Flats: 1052 processed, 266 rendered
Map map01: "Verdant Citadel",
x = 5200.0000, y = 4056.0000, z = -119.0000, angle = -135.0000, pitch = 0.0000
44 fps
Walls: 5072 (0 splits, 143 t-splits, 12784 vertices)
Flats: 1465 (1465 primitives, 40794 vertices)
Sprites: 1063, Decals=61, Portals: 4, Command buffers: 0
BSP = 0.839, Clip=1.479
W: Render=8.645, Setup=1.410
F: Render=3.301, Setup=0.206
S: Render=3.404, Setup=0.522
2D: 0.139 Finish3D: 0.051
Main thread total=2.786, Main thread waiting=0.468 Worker thread total=2.684, Worker thread waiting=0.547
All=20.718, Render=15.581, Setup=2.801, Portal=0.310, Drawcalls=10.410, Postprocess=0.090, Finish=0.864
DLight - Walls: 420 processed, 243 rendered - Flats: 1054 processed, 264 rendered
Map map01: "Verdant Citadel",
x = 5200.0000, y = 4056.0000, z = -119.0000, angle = -135.0000, pitch = 0.0000
85 fps
Walls: 5072 (0 splits, 143 t-splits, 12784 vertices)
Flats: 1465 (1465 primitives, 40794 vertices)
Sprites: 1063, Decals=61, Portals: 4, Command buffers: 7
BSP = 0.885, Clip=1.588
W: Render=2.232, Setup=1.482
F: Render=0.990, Setup=0.218
S: Render=0.861, Setup=0.550
2D: 1.016 Finish3D: 0.001
Main thread total=2.924, Main thread waiting=0.452 Worker thread total=2.860, Worker thread waiting=0.609
All=8.913, Render=4.287, Setup=2.939, Portal=0.097, Drawcalls=1.250, Postprocess=0.032, Finish=1.188
DLight - Walls: 418 processed, 239 rendered - Flats: 1052 processed, 266 rendered
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: opengl better than vulkan on my amd?
Yes, that's more like it for AMD. Just have a look at those drawcalls numbers!
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- Posts: 12
- Joined: Sat Feb 27, 2021 5:26 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: opengl better than vulkan on my amd?
Update: I think I found what was causing that variance in Vulkan. Freesync. If I disable it, or use the frame limiter (140) instead of vsync, it goes to almost perfect frame times.