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games are affected by PKTI on win 10

 

It seems that video games are affected by the meltdown workaround at least according to my benchmarks. 

 

i did some amatuer benchmarks, i hope some1 can do some more pro benchmarks and share the results. 

 

but basically i had two problems with the early phoronix results (that seemed to indicate games are safe)

 

1>> he tested on linux, windows has different architecture

i think i read in the modern os book by andrew tannenbaum that win32 api and has several thousand graphics related syscalls

and that windows historically implemented most of the graphics stack kernel side. i wonder if this means video games on windows are gonna issue more syscalls hence invaliding mmu caches more often in games. 

i am not an expert on win32 api so this is just a hunch but thats why we need good benchmarks. 

 

2>> phoronix only tested local single player. not _online_multiplayer_ he probably used the bench mark map in csgo. 

this is a complete non-starter. everyone is saying that IO intensive applications will suffer. online multiplayer is IO. 

obviously the game has to make syscalls to read and write from a socket to talk to the server. if syscalls invalidate MMU caches with this workaround, than this can have severe impact.

 

its such retarded idea to test a online multiplayer game in a unrealistic single player mode and proclaim that games are unaffected.

 

now to my results. 

 

>> i saw a 10% drop in fps in windows 10 after applying the kb4056892 patch in the csgo bench mark map (offline)

>> i also noticed a 30% drop in fps in deathmatch mode on the game's own 64 tick server (128 tick servers could potentially involve more network IO and possibly even more fps drop)

 

whats worse is that i think these drops may be bursty (i.e. right after a syscall and loss of MMU caches the fps drops a lot and then recovers)

if that is true the real amount lag and stuttering will be greater than that indicated by avg fps drop. 

 

here is my test setup. 

i5-3570k (no OC)

GTX 1060 3GB 

resolution 1280x960 (4:3 black bars) 

 

i had 259 avg fps in the fps benchmark map before kb4056892 this morning. immediately after patch and reboot fps went down to:

234 avg fps 

 

for online multiplayer i did this (i know it sucks, thats why i am asking for more pro bench marks, sry i didnt have time to do something better)

i joined a deathmatch server with roughly 10 players in it and went to the same spots in the map (pit in long a, big box at B, and stairs in cat looking towards site).

i looked at the ingame net_graph results. i looked for the lowest number i see thats lasts for about 10 seconds or more. 

 

before the patch the lowest sustained fps i was able to see during the whole map was 170.

after the patch the lowest sustained fps i observed was 120. 

 

that is a truly massive drop in fps for an e-sport title, and if it is un-evenly distributed it makes a very visible difference. 

 

again since pro games are played on 128 tick servers there could even be more IO involved there potentially causing a greater hit. 

 

can some1 who knows more about bench marking than I, do some more extensive benchmarks. 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Yeah they said there would be a 5-10% perf hit

ƆԀ S₱▓Ɇ▓cs: i7 6ʇɥפᴉƎ00K (4.4ghz), Asus DeLuxe X99A II, GT҉X҉1҉0҉8҉0 Zotac Amp ExTrꍟꎭe),Si6F4Gb D???????r PlatinUm, EVGA G2 Sǝʌǝᘉ5ᙣᙍᖇᓎᙎᗅᖶt, Phanteks Enthoo Primo, 3TB WD Black, 500gb 850 Evo, H100iGeeTeeX, Windows 10, K70 R̸̢̡̭͍͕̱̭̟̩̀̀̃́̃͒̈́̈́͑̑́̆͘͜ͅG̶̦̬͊́B̸͈̝̖͗̈́, G502, HyperX Cloud 2s, Asus MX34. פN∩SW∀S 960 EVO

Just keeping this here as a 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Regarding the Win32 thing, 3D games use Direct3D (or OpenGL/Vulkan), not Win32. Win32 graphics APIs were mostly for the Windows UI itself.

 

If you want to gather data in a better fashion:

  • You need some sort of FPS counter that's logging in real time. FRAPS can do this.
  • You need multiple runs to smooth out any variances
  • You have to ensure, as much as possible, the only thing that changes, is whether or not the patch was added. Anything else that changes could potentially affect the results.

However from this article: https://arstechnica.com/gadgets/2018/01/whats-behind-the-intel-design-flaw-forcing-numerous-patches/

Quote

But workloads that call into the kernel a ton will see much greater performance drop off. In a benchmark, a program that does virtually nothing other than call into the kernel saw its performance drop by about 50 percent; in other words, each call into the kernel took twice as long with the patch than it did without. Benchmarks that use Linux's loopback networking also see a big hit, such as 17 percent in this Postgres benchmark. Real database workloads using real networking should see lower impact, because with real networks, the overhead of calling into the kernel tends to be dominated by the overhead of using the actual network.

But of course, this is Linux, so take this with a grain of salt.

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Just as i expected it to be, affect mainly multiplayer games. 

The newest patch also affects the writing rates as well as reading on ssd's. 

 

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