Community report
Linux · Level 1-1 gameplay; intermittent 3–10x speed regression from depth-plane stores
- Build / branch
- Unmodified main eea640a5bf and a806c69bfe; candidate PR #8756 tested separately in a 12-run comparison; Release libs
- Hardware / OS
- Ubuntu 24.04 (Linux 6.8); NVIDIA RTX 4070 Ti, driver 595.99.02; GCC 13.3; 3840x2160 depth plane
- Reported
Observed result
Twelve 60-second level 1-1 runs split randomly between fast and slow runs on both main revisions and PR #8756; no single build determined the outcome. The 10-second present count was 30–42 in faster runs versus 5–9 in slower runs.
The GPU depth plane of 31.9 MiB is flushed as a whole when a read-only shader buffer's range intersects about 3 KiB of its stale data. Slow runs logged 1,547–1,837 depth stores (48–57 GB) per 10 seconds, versus 306–455 (2.2–6.7 GB) in fast runs. The reporter had not yet determined whether the shader needs to read the overlapping bytes.
Blockers & limits
- Repeated full-plane store-back on a small descriptor overlap greatly reduces rendering throughput for some allocations.
- Optimizing this cannot simply skip required depth synchronization because another title can read depth through a raw buffer; the correct narrow-range solution is under investigation.