nVidia and Starcraft

Adam D. Moss adam at uk.uu.net
Wed Mar 21 10:19:39 CST 2001


Gavriel State wrote:
> Have you tried not running with DGA?  With the performance improvements we did
> to the DirectDraw code (combined with the 8->24 bit conversion speedup that
> Vedran Rodic did a few weeks ago), you should get performance almost comperable
> to DGA without the whacky hardware issues.

As an aside, and as I think I noted in wine.devel, the addition
of the 'update thread' slowed down one game (Resident Evil 2)
to about half of the speed of running with the update thread
disabled.  On the other hand, another game (Fallout 2) was about
twice as fast *with* the update thread.

Thinking about it now, it might be because the former runs
at my 'native' bit-depth (16bpp) while the latter requires
8bpp->16bpp conversion.  The relatively heavy conversion work
minimized by running the update thread (unless I misunderstand one
of the functions of this thread) in the latter case more than offsets
the overhead of the work done by the thread itself, while in
the former case my CPU:graphic speed ratio is low enough that
the overhead of the thread becomes a significant issue.

In any case I think that this indicates that the existance
of the 'update thread' needs to be configurable at run-time
rather than compile-time, or better yet auto-tuning.

Regards,
--Adam



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