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Message-ID: <8360ec33-65f1-497f-8230-665b4328e1c0@valvesoftware.com>
Date: Tue, 16 Apr 2024 18:04:30 -0700
From: "Pierre-Loup A. Griffais" <pgriffais@...vesoftware.com>
To: "Liam R. Howlett" <Liam.Howlett@...cle.com>, David Hildenbrand
<david@...hat.com>, Oleksandr Natalenko <oleksandr@...alenko.name>,
<linux-kernel@...r.kernel.org>, <vincentdelor@...e.fr>, Andrew Morton
<akpm@...ux-foundation.org>, <linux-mm@...ck.org>
Subject: Re: Increase Default vm_max_map_count to Improve Compatibility with
Modern Games
On 4/15/24 12:57 PM, Liam R. Howlett wrote:
> * Pierre-Loup A. Griffais <pgriffais@...vesoftware.com> [240414 20:22]:
>>
>>
> ...
>
>>>
>>> To be clear, what you are doing here is akin to adding more memory to
>>> your system when there is a memory leak. This is not the solution you
>>> should be pushing. Ironically, this is using more memory and performing
>>> worse than it should. At best, the limit increase is a workaround for
>>> buggy programs.
>>>
>>> At worst, you are enabling bad things to keep happening and normalising
>>> poor programming choices. Please put pressure on the applications that
>>> clearly have issues.
>>
>> We don't get to prescribe what those applications do. The fact of the matter
>> is that there are several high-performance memory allocators in wide use by
>> game applications that make heavy internal use of mmap(), and that using
>> hundreds of thousands of different memory mappings is well supported on the
>> platform those applications were written for. (or mapping regions with
>> different permissions, which results in different regions after platform
>> translation to Linux happens within Wine)
>
> Thank you for the information on the situation that causes the kernel to
> use such a large number of vmas.
>
> The mmap operations will run faster if there are significantly less
> vmas. Having such a large number of objects will cause the faulting of
> information into the memory to be slower, and that would hold true for
> all platforms.
>
> If this is for high-performance, then it would be unlikely that it was
> designed to run with 65,530 objects to search. It is also odd that
> there are several allocators running into the same issue. If I were to
> guess, the allocators are trying to bypass the operating systems use of
> memory and implement another way of tracking it specific to your usecase
> for speed. It sounds like it is being translated incorrectly and
> causing a monster data structure to track it on the kernel side.
>
> If it's a translation layer in wine making a decision on how to
> translate a particular set of calls then it could be fixed, or at least
> examined for inefficiencies.
I mentioned translation because it can play a role if the original
mappings contain regions with different permissions, as it would need to
translate those into several different mappings on Linux, but I wouldn't
expect it's really having a meaningful effect. By and large, I think
those mappings are coming as-is through the app.
>
> Either way, the performance will be sub-optimal on the page fault path
> (probably the most common) and any other path that uses such a large
> number of vmas.
>
>>
>> Pointing out that there exists one game that doesn't happen to do that is
>> not terribly useful for the purpose of this discussion.
>
> I provided the data I could collect reasonably quickly, but the scale of
> the difference was the important part of my statement.
>
>>
>> The problem statement seems pretty simple - distributions that want to
>> support those usecases out of the box can make that change, like we've done
>> for years on SteamOS. On those that don't, users of those applications will
>> have to discover and learn to apply the change by hand after having a likely
>> sub-par experience trying to get their game up and running.
>
> This number of vmas is indicating an issue with the utilisation of the
> virtual memeory areas. Increasing the limit is allowing the game to
> run, but it will not be performant. It is unfortunate that the solution
> was to increase the value.
Games don't necessarily care if mmap() (and ensuing faults) is a bit
slower than the fastest case. Doing such an operation is already
considered a relatively slow path and would likely happen on a resource
loading thread instead of the hot main loop.
>
>>
>> I've yet to hear a specific downside of making the change other than a real
>> concern about DoS of kernel memory in another discussion - it seems to me
>> like there is much lower hanging fruit for DoSing a Linux system you have
>> shell access to, at the moment.
>
> Poor performance is the downside. The specific downside is the overly
> large data structure that the kernel has to navigate on every page fault
> or any other vma operation. This isn't specific to changing the number,
> but to the fact that it needed to be changed in the first place.
>
> Is there an upper limit of vmas that you have seen? Can you provide a
> copy of the mappings when you see this for testing? This works out to a
> 5 level maple tree.
I don't really know of an upper limit. I can provide a contrasting
anecdote that seems to use a fair amount of mappings - running the title
`Hogwarts Legacy` after having loaded into interactive gameplay in the
initial area:
plagman@...core:~$ cat /proc/2009007/maps | wc -l
27217
Here's a copy of /proc/maps if you're curious:
https://www.dropbox.com/scl/fi/rf970vdxoexsx8u1otufl/hogwarts_maps?rlkey=ws8uwz9ivjo6rh0y9h15nsbna&dl=0
I'm guessing there is a guard page after all of those mmap()ed
mini-arenas the allocator creates, effectively doubling the mapping count.
Thanks,
- Pierre-Loup
>
> Thanks,
> Liam
>
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