Hello.
I’m facing the trouble that I have a poor FPS with Unreal Engine 4 when it uses the Vulkan target.
(sorry, I don’t know where I must place this theme: Vulkan or Vulkan-Hardware)
So with same hardware stuff and same scene I have:
Windows 10 = 100 FPS (+/- 5)
Ubuntu 18.04 (KDE Neon) with OpenGL4 target = 85-90 FPS
Ubuntu 18.04 (KDE Neon) with Vulkan taget = 25-35 FPS
The main question: why is so big difference beetween OpenGL 4 and Vulkan ?
Here is my environment:
PROCESSOR: Intel Core i7-8550U @ 4.00GHz
Core Count: 4
Thread Count: 8
Extensions: SSE 4.2 + AVX2 + AVX + RDRAND + FSGSBASE
Cache Size: 8192 KB
Microcode: 0xb4
Scaling Driver: intel_pstate powersave
GRAPHICS: NVIDIA GeForce 930MX 2GB
Frequency: 954/1001MHz
OpenGL: 4.6.0
Vulkan: 1.1.102
Display Driver: NVIDIA 430.50
Screen: 1920x1080
MOTHERBOARD: HP 837D
BIOS Version: Q85 Ver. 01.02.05
Chipset: Intel Xeon E3-1200 v6/7th
Audio: Conexant CX8200
Network: Realtek RTL8111/8168/8411 + Intel 8265 / 8275
MEMORY: 8192MB
DISK: 1000GB HGST HTS541010B7
File-System: ext4
Mount Options: relatime rw
Disk Scheduler: MQ-DEADLINE
OPERATING SYSTEM: neon 18.04
Kernel: 5.0.0-31-generic (x86_64)
Desktop: KDE Plasma 5.17.0
Display Server: X Server 1.19.6
Compiler: GCC 7.4.0 + Clang 6.0.0-1ubuntu2
Security: l1tf: Mitigation of PTE Inversion; VMX: conditional cache flushes SMT vulnerable
+ mds: Mitigation of Clear buffers; SMT vulnerable
+ meltdown: Mitigation of PTI
+ spec_store_bypass: Mitigation of SSB disabled via prctl and seccomp
+ spectre_v1: Mitigation of usercopy/swapgs barriers and __user pointer sanitization
+ spectre_v2: Mitigation of Full generic retpoline IBPB: conditional IBRS_FW STIBP: conditional RSB filling
Nvidia:
Thu Oct 17 13:50:38 2019
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 430.50 Driver Version: 430.50 CUDA Version: 10.1 |
|-------------------------------+----------------------+----------------------+
| GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. ECC |
| Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. |
|===============================+======================+======================|
| 0 GeForce 930MX Off | 00000000:01:00.0 Off | N/A |
| N/A 47C P0 N/A / N/A | 506MiB / 2004MiB | 14% Default |
+-------------------------------+----------------------+----------------------+
OpengGL and Vulkan info:
OpenGL version string: 4.6.0 NVIDIA 430.50
Vulkan Instance Version: 1.1.114
I want be sure that it is not fail exactly of UnrealEngine4.
I should know whose that issue: Nvidia, Khronos or Epic ?
So I should to make detailed benchmark for OpenGL4 and Vulkan with my staff, how I can do it correctly?
Any ideas? (Or maybe somebody know what I’m doing wrong? Why Vulkan have a so poor perfomance?).
Please, help.
Thanks!
(this post is puplicated on phoronix forum)