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void BFD2(inout ParticleSimulationData Particle, float3 Accel) | |
{ | |
float3 x = Particle.Position; | |
float3 v = Particle.Velocity; | |
float3 x1 = Particle.PositionPrev; | |
float3 v1 = Particle.VelocityPrev; | |
Particle.Position = (4.0/3.0) * x - (1.0/3.0) * x1 + 1.0 * ((8.0/9.0) * v - (2.0/9.0) * v1 + (4.0/9.0) * TimeStep2 * Accel); | |
Particle.PositionPrev = x; |
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PerfTest | |
To select adapter, use: PerfTest.exe [ADAPTER_INDEX] | |
Adapters found: | |
0: Radeon (TM) RX 480 Graphics | |
1: Intel(R) HD Graphics 530 | |
2: Microsoft Basic Render Driver | |
Using adapter 0 | |
Running 30 warm-up frames and 30 benchmark frames: |
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PerfTest | |
To select adapter, use: PerfTest.exe [ADAPTER_INDEX] | |
Adapters found: | |
0: Radeon (TM) RX 480 Graphics | |
1: Intel(R) HD Graphics 530 | |
2: Microsoft Basic Render Driver | |
Using adapter 1 | |
Running 5 warm-up frames and 5 benchmark frames: |
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PerfTest results on RX480 | |
NEW: Added constant buffer and structured buffer test cases. | |
Buffer<R8>.Load uniform: 0.367ms | |
Buffer<R8>.Load linear: 0.374ms | |
Buffer<R8>.Load random: 1.431ms | |
Buffer<RG8>.Load uniform: 1.608ms | |
Buffer<RG8>.Load linear: 1.624ms | |
Buffer<RG8>.Load random: 1.608ms | |
Buffer<RGBA8>.Load uniform: 1.430ms |
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#version 450 | |
#extension GL_ARB_separate_shader_objects : enable | |
#extension GL_KHR_shader_subgroup_basic : enable | |
#extension GL_KHR_shader_subgroup_ballot : enable | |
#extension GL_KHR_shader_subgroup_vote : enable | |
#extension GL_KHR_shader_subgroup_arithmetic : enable | |
layout(location = 0) out vec4 outColor; | |
//#define VISUALIZE_WAVES |
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int i13; | |
i13 = 0; | |
for (;i13<3;) | |
{ | |
int i14; | |
i14 = 0; | |
for (;i14<3;) | |
{ | |
uvec3 v15; | |
v15.x = 0u; |
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Setup: | |
1. Index buffer containing N quads (each 2 triangles), where N is the max amount of spheres. Repeating pattern of {0,1,2,1,3,2} + K*4. | |
2. No vertex buffer. | |
Render N*2 triangles, where N is the number of spheres you have. | |
Vertex shader: | |
1. Sphere index = N/4 (N = SV_VertexId) | |
2. Quad coord: Q = float2(N%2, (N%4)/2) * 2.0 - 1.0 | |
3. Transform sphere center -> pos |
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Source: https://www.anandtech.com/show/16214/amd-zen-3-ryzen-deep-dive-review-5950x-5900x-5800x-and-5700x-tested | |
Format: | |
TestName (lower = better): 3700X -> 5600X (performance difference) | |
Less than 1% difference = tie | |
Office and Science | |
Agisoft Photoscan (lower = better): 2377 -> 2133 (+11.4%) | |
GIMP (lower = better): 20.72 -> 17.15 (+20.8%) | |
3D particle movement non-AVX: 2768->2452 (-11.4%) |
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Parry: | |
b2 mid+high: | |
3 frame startup and can interrupt many (non-NC) strings. | |
1 or 2 followup = 30 damage | |
Against slow recovery moves can launch with b3 or uf4. | |
3+4 (Hermit stance) low: | |
3 frame startup and can interrupt many (non-NC) strings. Hermit string transitions parry dick jab even at -9. | |
4,1+2 followup = 56 damage |
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Top moves (close): | |
1,2,4/3: 10 high, -2 block, followups: mid(-8 push),mid(-12 push), low(-11 / 0 hit) | |
1+2: i16 mid, -9 block, launch | |
df1,2/4: i13 mid,high/mid, -3 block, followups: high(-1), mid(-12) | |
df2: i15 mid, -6 block, launch (no crouch) | |
d1+2: i20 low, -18 block, high crush, 36 damage minicombo (d2, f2) | |
d3+4: i14 low,high, -6 block (push), low crush, CH launch | |
db1,2: i14 mid,high, -9 block, high crush, followup CH launch | |
db2: i20 mid, -11 block, high cruch, launch | |
b2,1,4/4/1+2,4: i15 mid, -4 block, followups: mid,low/high (-7,-6 push), low(-11), high,mid (-9,-13) |
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