AMD X3D large cache CPU can make brushes faster?
I see a lot of people saying that AMD X3D large cache CPUs have an advantage in gaming, but it seems like no one has ever talked about how they perform in drawing software.
AMD X3D large cache CPU can make brushes faster?
I see a lot of people saying that AMD X3D large cache CPUs have an advantage in gaming, but it seems like no one has ever talked about how they perform in drawing software.
As I understand the situation, gaming applications repeatedly manipulate a large number of data ‘items’ where each item is part of a game scene. The items themselves are fairly small in size and so having a large L3 cache means that many data items can be held in cache so that the requirement for repeated access to RAM to get the items is reduced.
The speed/rate at which those items are manipulated is quite amazing in modern games and I have a feeling that it would be far greater than required for drawing painting software.
It might be useful for large filter layers though?
If you find a forum where people report their observations and results for new build PCs with X3D CPUs then they might be able to give information and advice on this subject.
Some of them may also be interested in digital painting and have direct experience they can tell you about.
I have already asked in a small chat group related to painting equipment, but no one knew about this.
As for computer-focused forums, from what I have observed, they mainly focus on gaming performance, and I have never seen discussions about brush speed in painting software.
Gaming is the big interest and big money activity and they do get excited about frame rates.
If you’re happy with the price then get a Ryzen 7 9800X3D and try it. That larger L3 cache could be useful in other applications too.
There are Ryzen 7000 series CPUs with X3D that are cheaper.
You are right, but I can’t buy a new computer for the time being, because the prices of memory and storage in my area have become incomprehensibly high.![]()
Hi! Gamedev here. Modern games arent optimised at all and it is done on purpose so gamers have to buy more RAM, “better” GPUs etc etc. It is not a conspiracy theory - it is true and a wide known fact in gamedev circles. Basically I dont see how it can be related to drawing apps much. Because you can allow the app to take as much RAM as you have (I can give all such permissions even on Android-based system) and drawing does not have frame rate as it well does not have frames. Animations - aye. So if we’re talking about creating huge animated movies and just anything that involves frames - it will be affected in some way. But still not as with the games which have lots of processes involved (it is not just frames there, it is huge parts of code and algorithms under the hood). And in the gamedev it all must be optimised but as I’ve said - it is purposefully opposite nowadays.
So, in very short, I do not see how a high end gaming PC can enhance just regular drawing regarding frame rate (because you have only one frame there), but it will certainly help with animations which have multiple frames, so that more RAM and more speed of processing will certainly benefit to it.
The presentation of the canvas image on the monitor is updated in real time, via the layers stack compositing process, as painting is performed and that process results in a canvas presentation update frame rate.
If that is slow then there is lag between user brush actions and the visual appearance of paint on the canvas.
In Settings → Configure Krita → Performance → Advanced, you can enable ‘Debug logging of OpenGL framerate’ to get an on canvas display of Canvas FPS. That reduces noticeably when using large and complex brushes in complex images with many layers and this does affect the ‘feel’ of painting.
It may be that having a large X3D L3 cache does improve the Canvas FPS for canvas compositing in those situations if all other factors such as CPU, motherboard and RAM are the same.
I’d love to find out but I can’t afford to find out at the moment ![]()
The krita developers may be able to give advice about this in general terms.
Ouch, you meant a different thing from what I read, sorry then. I missed the point. So, you meant not the image itself but brush processing, correct? Well that does use frames ofc. But it is still far less demanding process than games. Maybe only if working on very huge images, something bigger than A0 with a ton of layers and with brushes near 1000px in size. I am sure most average modern PCs are capable of normally processing even A1 tbh. Like, I for example have Samsung tablet and Krita doesnt have permission for more than 4Gb of RAM (I’ve 8Gb there) yet it works ok even with 4000x3000 in pixels and 400+ pixel brushes when file with layers is already taking 3Gb of RAM. I didnt create a drawing app myself yet (I have one silly idea in mind but dunno when I’ll have time for it) so cant say how drawing apps manage cache and refreshing rates. Still sure it is less demanding than games in general, not speaking about non-optimised ones. Wanna study brush engines because it seems very interesting and could be helpful for some gamedev stuff as well.