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  3. The search for the correct amount of split-lock misery [Linux]
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The search for the correct amount of split-lock misery [Linux]

Scheduled Pinned Locked Moved Technology
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  • Toes♀T This user is from outside of this forum
    Toes♀T This user is from outside of this forum
    Toes♀
    wrote last edited by
    #1
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    tal@lemmy.todayT 1 Reply Last reply
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    • Toes♀T Toes♀
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      tal@lemmy.todayT This user is from outside of this forum
      tal@lemmy.todayT This user is from outside of this forum
      tal@lemmy.today
      wrote last edited by tal@lemmy.today
      #2

      Others disagreed, though. Joshua Ashton argued that the problem is more widespread: ““It’s not just about God of War specifically. There are many old titles that will never, ever, get updated to fix this problem. These titles worked perfectly fine and were performant before.””

      The problem is that this sort of thing works well with open-source software, where the stuff can always be fixed, but isn’t going to do much of anything with closed-source software like old Windows games.

      It might be possible to introduce some sort of fancy code-mangling stuff to WINE that can in-memory modify binaries doing this. Like, I’m kind of guessing that God of War most likely isn’t trying to synchronize access with anything other than its own threads, so it doesn’t actually require atomicity as regards anything else on the system. Maybe it’s possible to patch the code in question to jump out to some WINE code that acquires a mutex and then does the memory modification/access. That’ll still probably impact performance, but not to the tune of 10 ms of delay per access, and it’ll keep the occasional poorly-written WINE game from killing system performance.

      jarfil@beehaw.orgJ 1 Reply Last reply
      1
      • tal@lemmy.todayT tal@lemmy.today

        Others disagreed, though. Joshua Ashton argued that the problem is more widespread: ““It’s not just about God of War specifically. There are many old titles that will never, ever, get updated to fix this problem. These titles worked perfectly fine and were performant before.””

        The problem is that this sort of thing works well with open-source software, where the stuff can always be fixed, but isn’t going to do much of anything with closed-source software like old Windows games.

        It might be possible to introduce some sort of fancy code-mangling stuff to WINE that can in-memory modify binaries doing this. Like, I’m kind of guessing that God of War most likely isn’t trying to synchronize access with anything other than its own threads, so it doesn’t actually require atomicity as regards anything else on the system. Maybe it’s possible to patch the code in question to jump out to some WINE code that acquires a mutex and then does the memory modification/access. That’ll still probably impact performance, but not to the tune of 10 ms of delay per access, and it’ll keep the occasional poorly-written WINE game from killing system performance.

        jarfil@beehaw.orgJ This user is from outside of this forum
        jarfil@beehaw.orgJ This user is from outside of this forum
        jarfil@beehaw.org
        wrote last edited by
        #3

        The new kernel.split_lock_mitigate knob, if set to zero, will disable the penalization of processes using split locking (while retaining the warning sent to the system log)

        Sounds to me like it’s fixed. WINE could follow dmesg, and show a popup with recommendations when it detects one of its processes is getting throttled.

        tal@lemmy.todayT 1 Reply Last reply
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        • jarfil@beehaw.orgJ jarfil@beehaw.org

          The new kernel.split_lock_mitigate knob, if set to zero, will disable the penalization of processes using split locking (while retaining the warning sent to the system log)

          Sounds to me like it’s fixed. WINE could follow dmesg, and show a popup with recommendations when it detects one of its processes is getting throttled.

          tal@lemmy.todayT This user is from outside of this forum
          tal@lemmy.todayT This user is from outside of this forum
          tal@lemmy.today
          wrote last edited by
          #4

          It still has the performance impact for the rest of the system if one re-enables it.

          jarfil@beehaw.orgJ 1 Reply Last reply
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          • tal@lemmy.todayT tal@lemmy.today

            It still has the performance impact for the rest of the system if one re-enables it.

            jarfil@beehaw.orgJ This user is from outside of this forum
            jarfil@beehaw.orgJ This user is from outside of this forum
            jarfil@beehaw.org
            wrote last edited by
            #5

            As long as you can re-disable it after playing the game…

            I know, all background processes get impacted during gameplay, but that was the case already. The popup can explain the tradeoff, and who’s to blame (game dev).

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