doc/todo, doc/most_important_performance_issues
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doc/most_important_performance_issues.txt
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doc/most_important_performance_issues.txt
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Buildat: Most important performance issues
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==========================================
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Issues are ordered by descending importance.
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1. Applying the physics box generation result for 32x32x32 voxels into the
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physics world is too slow. It is currently split to only two parts; the creation
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of the Urho3D::CollisionShapes and constructing the physics stuff in Bullet.
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Both can take up to 20us in worst practical case, and cannot be threaded.
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This can probably be fixed by splitting the resulting CollisionShapes into
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multiple child nodes (assuming the physics system handles that appropriately).
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Measured on Dell Precision M6800, release build, 2014-10-18.
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2. Creating the CustomGeometry for a 32x32x32 node is too slow. It can take up
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to 5000us in the worst practical case and cannot be threaded. It likely cannot
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be split into multiple steps (measuring needed).
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It is definitely solvable by splitting the node to multiple subvolumes and
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creating child nodes out of them.
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It might not be worth solving because the time is relatively low.
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Measured on Dell Precision M6800, release build, 2014-10-18.
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but less automatic and most people don't know how to get rid of window
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borders
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- A way for module reloading to interrupt world generation
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- Maintain a global budget of background processing per frame so that
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a long woxelworld:update and ThreadPool::run_post() will not be run on the
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same frame
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- Maintain a global budget of background processing per frame so that a long
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woxelworld:update and ThreadPool::run_post() will not be run on the same frame
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- Pre (lod) geometry can take up to 2500us, and post can take 7200us, which
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means this will have a visible effect.
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