From 4f008b3ed1e63ca34bcb04af4b14940dbf7b224e Mon Sep 17 00:00:00 2001 From: xdfnx-dev Date: Fri, 2 Oct 2026 15:21:34 +0300 Subject: [PATCH] Record bounded K game results for shared V and private WGP outputs --- docs/windows-performance.md | 41 +++++++++++++++++++++++++++++++++++++ docs/windows-rdna4-port.md | 17 +++++++++++++-- 2 files changed, 56 insertions(+), 2 deletions(-) diff --git a/docs/windows-performance.md b/docs/windows-performance.md index 6b1a59c..e5320b5 100644 --- a/docs/windows-performance.md +++ b/docs/windows-performance.md @@ -525,6 +525,47 @@ game-sized async/burst/recreation frames, with all six async RGB images exact (`k-enc0-shared-wgp-async-game-input`). Default selection of private output objects remains CU until a game comparison establishes the candidate's effect. +### Combined K game check + +The private WGP outputs are rebuilt from clean ZLUDA source `fb0adc8`; both +object hashes match the earlier validated experimental objects. A final +2259x1271 -> 3840x2160 comparison completes twelve finite control/candidate +frames, all six candidate RGB outputs exact, with all expected native hits and +valid timings (`k-output-wgp-clean-source-final-4k`). This supplies clean build +provenance without changing the tested binary identities. + +The subsequent Silent Hill 2 game check combines the exact CMake shared-V enc0 +and those private WGP outputs. Package source is clean `68b551b`; the runtime +remains the validated `67127dd` ZLUDA build with its warm cache, while the +offline output objects carry WGP placement. DLSS is the locally provided +310.9.1.0 DLL. Async interop and batched GPU inputs are enabled; debugger, +serializing/deferred kernel profiling, detailed stage/boundary timestamps and +output scans are disabled. + +After the user confirms the stationary foreground comparison scene, thirty +seconds capture 1954 presents: **65.250 FPS**, mean/median/p95 frame intervals +15.326/15.318/16.306 ms. Every present uses Hardware Independent Flip with +SyncInterval 0. PresentMon mean GPU busy/wait is 14.403/0.807 ms. Sixty unique +ADLX polls record **93.500%** mean device usage, **3118.400 MHz** core, +2505 MHz VRAM and **318.817 W** board power, with 57 C temperature and 82.9 C +hotspot. Median telemetry query time is 0.083 ms per 500 ms poll. + +The preceding accepted scene capture was 64.661 FPS: the new result is only +0.589 FPS higher, about 0.91%, with mean frame interval 0.139 ms shorter. +This is one historical control and one candidate capture, without a fresh +repeated game A/B. It does not establish a reproducible gain or isolate enc0 +from output placement. WGP remains an optional experiment, and the overall +K performance gate stays open. + +The full bounded run completes **35664 K frames** and **427968 native +launches**, including feature recreation and color-format reimports. There +are zero backend errors, CPU image copies, previous-frame outputs or recorded +crashes. `diagnostic_timeout` denotes the intentional ten-minute stop. +Numerical game scans are off, so the game's zero reported nonfinite count is +not a NaN/Inf validation result; use the separate finite/exact-frame gates. +Raw capture, environment, package identities and summary remain in +`test-results/silent-hill2-k-vshare-wgp-4k` and its diagnostic ZIP. + ```powershell .\scripts\windows\build-zluda-windows.ps1 -InstallRoot "$PWD\dist\zluda-windows-wgp-experiment" .\scripts\windows\build-native-texture.ps1 -DlssDll "$PWD\nvngx_dlss.dll" -ZludaRoot "$PWD\dist\zluda-windows-wgp-experiment" -ShaderMode wgp -OutputDirectory "$PWD\build\private-textures-wgp-gfx1201" diff --git a/docs/windows-rdna4-port.md b/docs/windows-rdna4-port.md index f70a432..f7013ee 100644 --- a/docs/windows-rdna4-port.md +++ b/docs/windows-rdna4-port.md @@ -18,17 +18,30 @@ explicit limits; the validated package keeps conservative arithmetic. ## Milestone and gates **Current milestone: K performance remains open.** The latest unprofiled 4K -Silent Hill 2 scene capture records 64.661 FPS. Functional K/M and the +Silent Hill 2 scene capture records 65.250 FPS. Functional K/M and the reproducible archive do not close this gate. Prioritize measured K kernel cost and retain queue/synchronization checks; postpone further M/FP8 optimization. The user's approximately 80+ FPS with FSR4 is not a captured same-scene control. -A subsequent unprofiled K/4K capture records **64.661 FPS** with direct AMD +The preceding unprofiled K/4K capture records **64.661 FPS** with direct AMD ADLX mean usage **93.183%**, core clock **3124.667 MHz** and board power **316.717 W**. The user identified the previous 63% reading as Task Manager, which is distinct from ADLX's device-wide metric. This capture places GPU kernel cost at the center of the next K investigation, while retaining queue measurements. +The shared-V enc0 + private WGP output candidate records **65.250 FPS** over +1954 presents in the user-confirmed stationary scene, at the same +2259x1271 -> 3840x2160 dimensions. ADLX mean usage is **93.500%**, core clock +**3118.400 MHz** and board power **318.817 W**. The 0.589 FPS historical +comparison is too small to establish a reproducible gain; a fresh repeated +game control remains necessary before selecting WGP by default. The bounded +ten-minute run completes **35664 K frames / 427968 native launches**, with +zero backend errors, CPU image copies, previous-frame outputs or recorded +crashes. Output scans are disabled in this unprofiled game run; standalone +finite/exact-image gates supply its numerical coverage. Results: +`test-results/silent-hill2-k-vshare-wgp-4k`. See +[windows-performance.md](windows-performance.md#combined-k-game-check). + Native replay benchmarks now compare fresh exact allocations before timing, support event/dispatch profiling and paired batches, retain independent host completion intervals, and reject invalid or incomplete timings. Eleven K