docs(tested): RX_VK_WB_MAX_KB=1024 measured on an RX 5600 XT (no mesh shaders) #547
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Type: docs · Risk: low · Tested on: Windows 11, RX 5600 XT · Needs: none
Why
RX_VK_WB_MAX_KBis off by default until it shows a gain on more than one machine, and the README asks for results. On an RX 5600 XT, a 6 GB card without mesh shaders, it takes 2.5 ms off the GPU's frame: 54-56 fps against 46-48 in Kokiri Forest. Runs on other such cards are asked for in #548.What changed
Five run files under
docs/tested/and one paragraph of the README, so the next reader of the switch finds a card where it gains. No code changes.docs/tested/2026-11-14-wb-max-waryxxful-run01.mdtorun05.md, one per run: the four interleaved runs, and a 56-minute play session with the switch on.RX_VK_WB_MAX_KBnames the card and what it gained, and asks for other cards without mesh shaders.Measurements
Verdict: it helps on this card. The GPU's frame is 2.2-2.9 ms shorter in Kokiri Forest and at the Desert Colossus (Kokiri Forest 54.2 / 55.5 fps against 45.9 / 48.0), 0.5-2.3 ms shorter in Hyrule Field, where the replay's submit holds the frame and the fps does not rise; 16 MB written back a frame instead of 61. No device lost and nothing wrong in the screenshots.
Hardware: Windows 11 Pro 26200, RX 5600 XT 6 GB (RDNA1, no mesh shaders), Adrenalin 26.10.1, Ryzen 5 5600X, 24 GB
Scene: six areas as child Link; Output resolution 1920x1080, Render resolution 50% (960x540), Quality preset Custom, VRAM budget Auto, frame generation off, frame rate cap 120, vsync off;
RX_VK_NO_PREDICT=1,RX_VK_NO_WARM=1,RX_VK_MIRROR_SPARSE=0Method: four runs interleaved (unset, 1024, two runs of another renderer, unset, 1024). In each area 10 s to settle, then 25 s while Link walks by scripted input; fps is the median of ten samples from the control bridge, GPU and replay submit are the log's per-frame medians. Both runs of each side are shown, not their median.
How to reproduce: add
RX_VK_WB_MAX_KB=1024tolongshot_env.txtnext to the game, load a save in the area, walk the same stretch with and without the line, and read the FPS counter's Breakdown and the log'sa frame:lines.Baseline: one renderer, main @
9c9d69edplus the mirror retry of #288 (ea6dc5f5cherry-picked alone), with the switch unset. Main against this PR was not the comparison because the PR adds no code: the two sides are that renderer with the switch unset and set. The retry is there because that is what this PC plays with; plain main was not measured with the switch.Measured on main
9c9d69ed, and the PR is on main7ff5256e: the numbers still hold as what they are, rows about the build they name. The PR adds no code, so they make no claim about a later main.The walk ends in the same place in Kokiri Forest, Hyrule Field and at the Desert Colossus (the draws agree). In Kakariko, the Market and Hyrule Castle it ends in a different place run to run (604 to 2,046 draws in Kakariko), so those three are in the
docs/tested/files but not compared here.RX_VK_WB_MAX_KBunset: main @9c9d69ed+ea6dc5f5(run 1 / run 3)RX_VK_WB_MAX_KB=1024: main @9c9d69ed+ea6dc5f5(run 2 / run 4)Hyrule Field's GPU frame is shorter but its fps is not higher in run 4: there the replay's submit (13.4 ms) holds the frame.
One
RX_VK_PASS_TIMING=2block of the same renderer with the switch unset, for where the write-back sits in the GPU's frame:Flags and settings
None changed. Results for one existing opt-in switch:
RX_VK_WB_MAX_KB=1024Testing
Tested: the four runs above in the game on the RX 5600 XT (Windows 11, Adrenalin 26.10.1). With 1024: no device lost, the twelve screenshots (six areas, two runs) looked at with nothing wrong seen, 20
the CPU wrote ... in a binding whose write-back was left outlines a run and none for a read. Then a 56-minute play session by hand with 1024 on the same renderer (run 5): Goron City 66.8 fps at the median, Death Mountain Trail 48-51, Dodongo's Cavern 56.8 over 32 minutes, Kakariko 36.5; no device lost, readback waits of 0.12-0.30 ms at the median, 20the CPU wrote ...lines in the first area and none for a read.python -I -B tests/test_tested_configurations.py: 24 of 25 pass; the one failure is the Windows line-ending one of #482.python -I -B tests/run_all.py(Windows, llvm-mingw, with the branch on main7ff5256e): 533 passed, 4 failed, 34 skipped. The four fail the same way on main7ff5256eon this PC, each run alone:test_cpm_discovery,test_oot_state_tap,test_tested_configurations(the line-ending one) andtest_walk_key(ld.lld: error: undefined symbol: hos_oot_autoload_input).Not tested: plain main without the mirror retry; the areas and dungeons not named here; Linux on this card; the tests again on a main later than
7ff5256e.Must be tested: None (docs only). Runs of the switch on other cards without mesh shaders and on laptops are asked for in #548, with the steps for a release build.
Risks
What could break: nothing in the game; five documentation files and one README paragraph. #753 leaves that paragraph alone because this PR rewrites it.
Turning it off: revert the commit.
Compatibility: Nothing changes.
Issues
See #548
See #482
Checklist
Everyone
type(scope): description) of the status line's type.main: on7ff5256e, not on today's main; documentation only, and it merges intoaa95d35fwithout conflicts.python -I -B tests/run_all.pypasses (any failure that also fails onmainis named): 4 failures, the same on main7ff5256eon this PC (Testing).third_party/untouched (a new folder with aPROVENANCE.mdinstead).When it applies
Assisted-by:/Co-Authored-By:trailers.docs/tested/for each new measured run (format indocs/tested-configurations.md).🤖 Generated with Claude Code
WIP: docs(tested): RX_VK_WB_MAX_KB=1024 measured on an RX 5600 XT (no mesh shaders)to docs(tested): RX_VK_WB_MAX_KB=1024 measured on an RX 5600 XT (no mesh shaders)Added
e20c316c: a fifthdocs/tested/file, a 56-minute play session by hand withRX_VK_WB_MAX_KB=1024on the same renderer as runs 1 to 4. It covers what the description listed as not tested: a dungeon and a session longer than the six-minute runs.No device lost. Readback waits 0.12-0.30 ms at the median. 20
the CPU wrote ... in a binding whose write-back was left outlines, all in the first area, and none for a read. Kakariko was under 30 fps for 1.5 of its 3.5 minutes, at up to 2,527 draws: that is the per-draw cost of #549, not the switch.There is no unset side to this run: it is a check that the switch holds up in play, not a second measurement of its gain. The description's Testing section has it now.
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