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Vulkan API – Feedback, Known Issues, and FAQ

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Car_Killer, Jun 22, 2021.

  1. daniel-w

    daniel-w
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    BeamNG Team

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    Haha no, definitely not. The developers are actively trying to improve it, so it will eventually be stable for all users.
    For me, the only issue with Vulkan is AI, framerates are fine to begin with, but it eventually starts freezing every second, and removing the AI doesn't fix it.

    Just give it a few more updates (or 1), and your issue might be fixed :)
     
  2. FFIVGUY

    FFIVGUY
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    how much vram is needed to run ultra settings with motion blur and dynamic reflections/mirrors
     
  3. JlnPrssnr

    JlnPrssnr
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    10.9 GB VRAM is used on my RX 6800 I just got with everything on max @ 3440x1440 with T-series on WCUSA and exhanced mirrors enabled
     
  4. SemKill

    SemKill
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    What is your average frame rate?
     
    • Agree Agree x 1
  5. brunifdez

    brunifdez
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    Hello, with Vulkan I'm getting some pretty weird results regarding performance that I don't have with Direct3D.
    My specs are the following:
    NVIDIA GeForce RTX 3050 Laptop GPU
    11th Gen Intel Core i7 - 11800H (2.3GHz)
    16GB of RAM

    With Vulkan my FPS drop drastically in big maps like Italy or WCU but increase in small maps like Gridmap.
    In Italy, my GPU usage is around 90 - 100% all the time with some drops to 50 - 70% for a few moments and I'm getting an average of 16 FPS.
    upload_2024-1-13_16-45-34.png
    My CPU, in the other hand, is laying at 20% of usage upload_2024-1-13_16-47-12.png
    What's interesting though, is that there's a constant GPU Bottleneck as well as some spontaneous CPU and Game Engine bottleneck that keep flashing in the graph.
    upload_2024-1-13_16-49-41.png

    Any help would be appreciated!
     
  6. JlnPrssnr

    JlnPrssnr
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    Settings? May be a VRAM limit.
     
  7. brunifdez

    brunifdez
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    What annoys me is that in Direct3D I get 10 times better performance....
     
  8. Car_Killer

    Car_Killer
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    BeamNG Team

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    This is a known issue. You will be getting a very big performance drop whenever you run out of vram in Vulkan mode. That's why you are getting worse FPS on your GPU. The only thing I can really recommend is lowering texture quality to Low to try work around that issue for now.
     
    • Agree Agree x 1
  9. Technological

    Technological
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    Ah, it all makes sense now... It turns out, that for some reason, task manager incorrectly reports GPU usage when running BeamNG with Vulkan. Task manager says ~5% (no way it's that low, lol), but Nvidia's performance overlay says 97-100%. No wonder BeamNG still says my GPU is the bottleneck...
     
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  10. stenyak

    stenyak
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    When you run out of VRAM, the GPU will then resort to using regular system RAM. This is extremely slowly. The GPU will basically be sitting idle, waiting for the data to reach from system RAM all the way to the GPU, hence the low GPU use you see.
     
  11. Turbo49>

    Turbo49>
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    Isn't this issue not as bad on dx11 ? what makes vulkan worse on this ?
     
  12. Car_Killer

    Car_Killer
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    There are some issues with memory management in our Vulkan implementation at the moment related to Out Of Memory behavior :)
     
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  13. Technological

    Technological
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    This makes sense, but what's weird is that my VRAM isn't maxed out. It's only about half used while the GPU usage on task manager is low, and the GPU usage on the Nvidia performance overlay is 100%. I checked for the amount of VRAM being used by looking at both task manager, and BeamNG's GPU Memory Profiling, which showed the same amount.
     
  14. Car_Killer

    Car_Killer
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    Vulkan will leave around 500 MB of free vram in current versions. As for task manager, it's just windows being broken. I wouldn't use it to check usage of CPU or GPU
     
    • Agree Agree x 1
  15. stenyak

    stenyak
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    Some context: whenever you see some absolute usage figures, those are very often simplified figures that you cannot trust too much. The real story is typically more convoluted and harder to understand than a single percentage number. For example, a CPU can be completely maxxed out at 10% use (if you have a 10 core CPU and one of the cores is fully used). The same is true for GPUs, different subsystems of the GPU will have different usage percentages. Whatever tool you are using might be simplifying this complexity behind one big 'average' percentage number. So while your GPU might be used only "10%", in reality it's possible that one of the subsystems of the GPU is red hot bottlenecked, while the other 90% of hardware is idling.

    Diagnosing performance issues can be a bit more complicated, so we generally provide advice based on experience of likelyhood, we can provide a general guideline but pinpointing the exact issue is not that easily doable.
     
    • Agree Agree x 2
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  16. Technological

    Technological
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    Ah, okay, that makes sense. Thank you for explaining :)
     
  17. moth0001

    moth0001
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    It’s a bit out of context, what Tool would you recommend for monitoring resources on windows rather than taskmgr?
     
  18. iuqua4faih

    iuqua4faih
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    I experienced an amdgpu crash, similar to before where all graphical applications die and the window manager restarts, but in a slightly different way this time. This time everything was working great, no graphical artifacts, good frame rate, and then after quite some time, probably 45min-1hr it crashed. I was not keeping track of VRAM usage at the time, but my GPU has 32G of dedicated memory if that's important. Kernel log is below. I'm on Linux running in Proton using the "-gfx vk" launch option. Specs are also below.

    Code:
    kernel: amdgpu 0000:2f:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:2 pasid:32800, for process BeamNG.drive.x6 pid 243826 thread   --- Render -- pid 243893)
    kernel: amdgpu 0000:2f:00.0: amdgpu:   in page starting at address 0x000080003f800000 from client 0x1b (UTCL2)
    kernel: amdgpu 0000:2f:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00201431
    kernel: amdgpu 0000:2f:00.0: amdgpu:          Faulty UTCL2 client ID: SQC (data) (0xa)
    kernel: amdgpu 0000:2f:00.0: amdgpu:          MORE_FAULTS: 0x1
    kernel: amdgpu 0000:2f:00.0: amdgpu:          WALKER_ERROR: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          PERMISSION_FAULTS: 0x3
    kernel: amdgpu 0000:2f:00.0: amdgpu:          MAPPING_ERROR: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          RW: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu: [gfxhub] page fault (src_id:0 ring:24 vmid:2 pasid:32800, for process BeamNG.drive.x6 pid 243826 thread   --- Render -- pid 243893)
    kernel: amdgpu 0000:2f:00.0: amdgpu:   in page starting at address 0x000080003f800000 from client 0x1b (UTCL2)
    kernel: amdgpu 0000:2f:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00000000
    kernel: amdgpu 0000:2f:00.0: amdgpu:          Faulty UTCL2 client ID: CB/DB (0x0)
    kernel: amdgpu 0000:2f:00.0: amdgpu:          MORE_FAULTS: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          WALKER_ERROR: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          PERMISSION_FAULTS: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          MAPPING_ERROR: 0x0
    kernel: amdgpu 0000:2f:00.0: amdgpu:          RW: 0x0
    kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, signaled seq=4710067, emitted seq=4710069
    kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* Process information: process BeamNG.drive.x6 pid 243826 thread   --- Render -- pid 243893
    
    Code:
    OS: Arch Linux x86_64
    Host: MS-7D53 1.0
    Kernel: 6.6.12-1-lts
    Resolution: 3840x1600
    WM: sway
    CPU: AMD Ryzen 9 5950X (32) @ 3.400GHz
    GPU: AMD ATI Radeon PRO W6800
    Memory: 64223MiB
    
     
  19. mykey960

    mykey960
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    I've been using Vulkan myself for a while, because 1080TI can't handle directx, 75Hz minimum and 1440p in more complex maps. Vulkan does it much better, but there is a downside.
    Directx spills pixels more nicely. Vulkan works as if there is no anti-aliasing completely. A way to get better pixel shuffling in certain areas is to use CK Graphics Settings in, for example, version 2.3 with function HigherQuaklity GTAO. This won't fix jagged lines, but it will help get a visibly better effect.
    However, this is burdened, as I noticed at my place, with 10% more power demand on the graphics card.

    https://drive.google.com/file/d/19mMKCL_dm7mecPZ0TeG5VoPb5PAmlNP_/view?usp=drive_link
    https://drive.google.com/file/d/1lsi8C9VUn0C6t2HoOqb8Itf9HZs1MDc0/view?usp=drive_link
     
    #379 mykey960, Jan 20, 2024
    Last edited: Jan 20, 2024
  20. brunifdez

    brunifdez
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    Nov 8, 2023
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    Oh I see! Do you think this could be improved for the release of Vulkan or will I have to stay with Direct3D?
    Thank you so much anyway!
     
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