On 2 May 2011 13:20, Emanuele Oriani <[email protected]> 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.
