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linuxid10t

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Mar 12th, 2017
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  1. Core Setup Info
  2. Each of the 16 cores and threads are given a number starting with 0.
  3. Each physical core is an even number. Therefore cores 0, 2, 4, 6, 8, 10, 12, 14 are all physical.
  4. There are two core complexes (CCX). One contains threads 0-7, the other 8-15.
  5. The following is the set of cores and their meaning.
  6.  
  7. cores meaning
  8. 0 One physical core
  9. 0,1 One physical core and its SMT thread
  10. 0,2 Two physical cores on the same CCX
  11. 0,8 Two physical cores on two different CCX
  12. 0,2,4,6 All physical cores on the same CCX
  13. 0-7 All physical cores and SMT threads on the same CCX
  14. 0,2,4,6,8,10,12,14 All physical cores (essentially SMT disabled)
  15. 0-15 All physical cores and SMT threads on both CCX
  16.  
  17. Test Setup
  18. CPU: Ryzen 7 1700 OCed to 3.9 GHz all cores
  19. Motherboard: ASUS Prime X370-Pro
  20. Memory: Corsair Vengeance LPX 3000 c15 (clocked at 2400 with DOCP settings)
  21. OS: Ubuntu 16.10
  22. Kernel: 4.11RC1
  23. Drivers: Mesa Git (Oibaf PPA)
  24. Notes: All game tests conducted without VSYNC. No game options selected result in 100% GPU
  25. utilization.
  26. A * next to a score indicates the highest result out of the benchmark.
  27. A ** next to a scores indicates the lowest result out of the benchmark.
  28.  
  29. CSGO (take with grain of salt, not actual benchmark)
  30.  
  31. cores fps
  32. 0 120
  33. 0,1 180
  34. 0,2 230
  35. 0,8 220
  36.  
  37. Tomb Raider (2013)
  38. Settings: Fullscreen 800x600, LOW
  39.  
  40. cores fps (avg,min,max)
  41. 0 53.5**,33.9**,66.4**
  42. 0,1 107.6,63.4,136.9
  43. 0,2 138.4,88.9,175.6
  44. 0,8 144.5,57.1,91.2
  45. 0,2,4,6 164.2,108.3*,209.2
  46. 0-7 162.1,102.8,207.2
  47. 0,2,4,6,8,10,12,14 166.2,106.0,210.7
  48. 0-15 167.7*,105.6,217.6*
  49.  
  50. Notes: This game is very well optimized for Linux and scales very well across at least 8 cores.
  51. When the game is on two cores across CCXs the average is higher than on the same CCX while the
  52. minimum is lower. This is most likely because each of the threads are able to use the extra
  53. available cache and have little interthread communication. When they do have interthread
  54. communication however, the frame rate, and therefore the minimum suffers.
  55.  
  56. DXMD
  57. Settings: Fullscreen 800x600, ULTRA
  58.  
  59. cores fps (avg,min,max)
  60. 0 6.8**,0.3**,12.1**
  61. 0,1 14.1,4.4,25.3
  62. 0,2 17.5,4.7,32.0
  63. 0,8 8.0,1.5,28
  64. 0,2,4,6 37.1,16.3,60.5
  65. 0-7 41.6,18.3,68.3
  66. 0,2,4,6,8,10,12,14 44.3,17.9,69.3
  67. 0-15 43.5,28.6,68.3
  68.  
  69. Notes: The results with cores 0,8 enabled was clearly causing an issue. With the bandwidth
  70. between CCXs being limited, and the latency being high the graphics card was not being fed.
  71. When the graphics card was fed, it was a lot at the same time, but most of the time it starved.
  72. This is most likely because the game requires a lot of interthread communication.
  73. See picture: https://drive.google.com/file/d/1rtX8DfNlgpLzj4v_Q2G_ZFlxPh2UGqgvXw/view?usp=sharing
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