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I am not doing CPU Encoding on any system but there is a difference indeed.
Linux is Gstreamer VAAPI H265 and Windows GPU Encoding H264. In fact, Windows should have had an easier time encoding, I didn't realize that until now. Also asI have commented on the video the game is on a 980 Pro on Windows and on an HDD on Linux so Linux can be much faster. I will rectify that by getting an SSD to put all my games on in the future.
Beyond that, the methodology is not flawed, if you can even believe that. Everything is on the video for comments exactly like this one.
I see. As I said, it was a bit hard to make out in the video.
Granted, I don't know too much about AMD's video encoding solutions, but from a cursory glance on the internet, it seems like their H.264 solution is quite bad compared to H.265. Given that the game is GPU-bottlenecked and your CPU isn't stressed at all anyway, I'd recommend recording these tests using the CPU to eliminate more variables.
Well, yeah. As much as I'd like to believe, these differences are way too big for me to do that, even with everything you've shown in the video. Occam's Razor would suggest that it's much more likely that the benchmark/setup is simply flawed in some way, rather than multiple teams of OS-, hardware-, and game developers not realizing a gigantic 25% performance improvement on the table that's somehow more or less "accidentally" fixed just by using Linux/Proton/DXVK.
Not saying you're wrong, but it'd need a good chunk more evidence for me to believe that.
More videos like this will be coming. I can't send you my PC to check its innards to believe, sorry.
I just edited my comment right as you posted, so I'll put it as a separate comment now:
It would also be interesting to see this game running through DXVK on Windows. That way the calls made to the GPU should be virtually identical, eliminating possible problems with DX11 in the AMD driver.