Comments (11)
We can compile performance critical files separately, right?
from cubyz.
No, not in an easy way. We can disable safety checks in performance critical functions with @setRuntimeSafety(false)
though.
Also I should probably check if the performance impact even is that big.
from cubyz.
See also:
@setFloatMode(comptime mode: FloatMode) void
Changes the current scope's rules about how floating point operations are defined.
This is equivalent to -ffast-math in GCC```
Is this the only way to enable fast math?
from cubyz.
I just compared the two release mode and loading a render distance 12 world goes from 33.5 s to 40 s, so a 20% increase in runtime.
Overall I'd say it's not too bad for the potential benefit it gets us. I would need to fix #410 first though.
from cubyz.
Can you profile with fast math and stuff?
Also, how do you profile Cubyz? I used this, but it feels like a hack.
if(self.size == 0) {
if(main.game.world != null and main.game.world.?.gameTime.load(.monotonic) > 0)
main.Window.c.glfwSetWindowShouldClose(main.Window.window,main.Window.c.GLFW_TRUE);
}
from cubyz.
Also, how do you profile Cubyz?
In this case, I just used the timer of my phone xD
from cubyz.
Not sound :(
My hack is better. You can do time ./zig-out/bin/Cubyzig
.
from cubyz.
time
is actually worse at measuring this, because it also measures the time that is spent in the menu.
from cubyz.
Don't you have developerAutoEnterWorld
for a reason?
from cubyz.
Right, I guess I could use that as well, still, apart from being more precise, it wouldn't actually be much different from using my phone.
from cubyz.
Good to know performance is in good hands. I could get time
within ±0.1s out of 8.9 (lods=3).
from cubyz.
Related Issues (20)
- Increase player control in the air
- Hide opaque leaves in creative menu HOT 2
- Changing resolution scale breaks the menu background
- Fading option for block animations
- Add ability to store entity/block models as files in the assets folder HOT 1
- Jump height is fps-dependent
- Updating LODs after biome changes takes too long.
- Occlusion culling breaks when the camera is exactly on a chunk border
- Fog blocks should not have collision
- You can sometimes fall through the ground after teleporting to an unloaded location
- Fences connect to stairs even if there are no border faces in that direction
- You can't stop sprinting when in LOD chunks
- Make leaf size separate from tree height in biome json generator
- At low fps you can sometimes fly through blocks
- Placing a block inside the player can teleport them seemingly in a random direction. HOT 3
- Noclip flying
- Diagonal walking is faster than straight walking
- Moving diagonally is faster than moving straight. HOT 1
- Remove the old CPU-based occlusion culling heuristic
- On some computers the game flickers.
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