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Iris 2D mode: issue with traveling towns http://iris2.de/forum/viewtopic.php?f=15&t=1393 |
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Author: | Suwing [ Wed May 06, 2009 5:28 pm ] |
Post subject: | Iris 2D mode: issue with traveling towns |
Hello, First, great improvement of all your Iris stuff!! Happy to see Iris2 is very close to be playable But for me, there is a big issue to use it as the primary client: I testing Iris2 2d mode and I have some trouble with performance when traveling empty map with only statics (for example walk around Britain). So I do the following test: add 500 items on 3 blocks. (you can test with more items but the feeling of freeze begin at 500) When you run and load/unload blocks and items you have a sort of freeze. I tested with D3d and OpenGL, fullscreen and windowed, with 2 differents pc. I tested also with original OSI client and this time there are no problem, the game is fluid. This is not a fps problem, but a feeling of break your move. There are any solution ? Thanks, Regards, |
Author: | Sehlor [ Wed May 06, 2009 7:59 pm ] |
Post subject: | |
if you traveling town with this zoom mode, freezing is not a surprise, then original ultima client have fied zoom size and items on the screen are very low count because of that you're not freezin(lagging) if you lower the zoom you'll get the best playable client. |
Author: | ghoulsblade [ Wed May 06, 2009 8:30 pm ] |
Post subject: | |
Quote: add 500 items on 3 blocks do you mean statics or dynamics ?
please activate profiling by adding the code in this block to your config.lua : http://iris2.de/index.php/Profiling and then paste the results (in console) here |
Author: | Suwing [ Wed May 06, 2009 9:51 pm ] |
Post subject: | |
Hi, @ Sehlor: That was not my zoom level during the test, it was just a screenshot to show the test. I don't think zoom level have a performance impact? @ ghoulsblade: For me the problem is for both of them, statics and dynamics. The 500 chairs was dynamics, traveling the town statics. Here somes tests with the profiling command: -doing nothing in britain town- Code: 976281 === MyProfilerTop cpu time === #1 282msec ( 89%) MainStep:gCurrentRenderer:MainStep #2 250msec ( 79%) 2D:MainStep:MousePickStep #3 94msec ( 29%) 2D:MousePick:statics #4 77msec ( 24%) 2D:MousePick:dynamics #5 47msec ( 14%) 2D:MousePick:terrain #6 16msec ( 5%) 2D:MainStep:MobileStep #7 16msec ( 5%) 2D:MousePick:mobiles #8 16msec ( 5%) MainStep:LugreStep #9 16msec ( 5%) 2D:MainStep:MapStep #10 16msec ( 5%) 2D:MobileStep:UpdateMobileGfx:Build total time=30sec cpu=1% gpu=0% idle/maxfpswait=98% 976281 === MyProfilerTop tspike (single sections causing delays/lags) === 976281 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === 976281 === MyProfilerTop memLua allocations === #1 1728kb MainStep:LugreStep #2 1278kb MainStep:gCurrentRenderer:MainStep #3 619kb MainStep:SetToolTipSubject #4 463kb MainStep:UpdateCompass #5 366kb 2D:MainStep:MobileStep #6 346kb MainStep:DisplayLoadingState #7 316kb MainStep:StepDebugMenu #8 315kb 2D:MainStep:Dynamics_MainStep #9 305kb MainStep:Hook_HUDStep #10 231kb 2D:MainStep:mouse 976281 === MyProfilerTop memOgre allocations === 976281 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 sendping PingStep NextTimeUpdateDetected t/next 977297 1038281 -running in britain town - Code: ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 sendping PingStep NextTimeUpdateDetected t/next 1038297 1099281 93 msec mem:L= 1506k O= 0k Walk:BlendOutLayersAbovePlayer:setvis 93 msec mem:L= 1515k O= 0k 2D:MainStep:walk 62 msec mem:L= 1037k O= 0k Walk:BlendOutLayersAbovePlayer:setvis 62 msec mem:L= 1046k O= 0k 2D:MainStep:walk 1066312 === MyProfilerTop cpu time === #1 4666msec ( 70%) MainStep:gCurrentRenderer:MainStep #2 2225msec ( 33%) 2D:MainStep:MapStep #3 1910msec ( 28%) 2D:MainStep:walk #4 1016msec ( 15%) Walk:BlendOutLayersAbovePlayer:setvis #5 1014msec ( 15%) MainStep:SetToolTipSubject #6 785msec ( 11%) MainStep:Hook_HUDStep #7 748msec ( 11%) 2D:MobileStep:UpdateMobileGfx:Build #8 610msec ( 9%) Walk:SetPlayerPos:mob:Update #9 280msec ( 4%) 2D:MainStep:MobileStep #10 221msec ( 3%) Walk:SetPlayerPos:BlendOutLayersAbovePlayer total time=30sec cpu=22% gpu=5% idle/maxfpswait=72% 1066312 === MyProfilerTop tspike (single sections causing delays/lags) === #1 766msec MainStep:gCurrentRenderer:MainStep #2 594msec 2D:MainStep:walk #3 499msec Walk:BlendOutLayersAbovePlayer:setvis #4 140msec 2D:MainStep:MapStep #5 94msec MainStep:HandlePackets 1066328 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 843msec MainStep:gCurrentRenderer:MainStep #2 594msec 2D:MainStep:walk #3 546msec Walk:BlendOutLayersAbovePlayer:setvis #4 218msec 2D:MainStep:MapStep #5 94msec Text:GuiAddChatLine #6 94msec ChatTabPane:SetText #7 94msec Packets:kPacket_Text #8 94msec MainStep:HandlePackets #9 79msec TextWidget:glyphlist:SetText #10 63msec 2D:MobileStep:UpdateMobileGfx:Build 1066328 === MyProfilerTop memLua allocations === #1 29859kb MainStep:gCurrentRenderer:MainStep #2 12856kb 2D:MainStep:walk #3 12335kb 2D:MainStep:MapStep #4 10387kb Walk:BlendOutLayersAbovePlayer:setvis #5 4043kb 2D:MainStep:MobileStep #6 1979kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #7 1786kb 2D:MobileStep:UpdateMobileGfx:Build #8 1591kb MainStep:LugreStep #9 1537kb Walk:SetPlayerPos:mob:Update #10 1004kb MainStep:HandlePackets 1066328 === MyProfilerTop memOgre allocations === 1066328 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 -walking in britain town, different path - Code: 1846375 === MyProfilerTop cpu time === #1 5588msec ( 79%) MainStep:gCurrentRenderer:MainStep #2 3486msec ( 49%) 2D:MainStep:MobileStep #3 1316msec ( 18%) 2D:MobileStep:UpdateMobileGfx:Build #4 1092msec ( 15%) 2D:MainStep:walk #5 1001msec ( 14%) 2D:MobileStep:UpdateMobileGfx:Clear #6 795msec ( 11%) 2D:MainStep:MapStep #7 592msec ( 8%) MainStep:SetToolTipSubject #8 501msec ( 7%) Walk:BlendOutLayersAbovePlayer:setvis #9 468msec ( 6%) Walk:SetPlayerPos:mob:Update #10 421msec ( 6%) 2D:MobileStep:UpdateMobileGfx:AddAnimModel (st art:LoadAtlasPiece) total time=30sec cpu=23% gpu=12% idle/maxfpswait=63% 1846375 === MyProfilerTop tspike (single sections causing delays/lags) === #1 328msec MainStep:gCurrentRenderer:MainStep #2 266msec Walk:BlendOutLayersAbovePlayer:setvis #3 266msec 2D:MainStep:walk 1846375 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 405msec MainStep:gCurrentRenderer:MainStep #2 313msec 2D:MainStep:walk #3 298msec Walk:BlendOutLayersAbovePlayer:setvis #4 61msec 2D:MainStep:MapStep #5 16msec 2D:MainStep:MobileStep #6 16msec 2D:MobileStep:UpdateMobileGfx:Build #7 15msec 2D:MobileStep:UpdateMobileGfx:Clear #8 15msec Walk:SetPlayerPos:mob:Update #9 15msec 2D:MainStep:SetCamPos #10 0msec MainStep:StepDebugMenu 1846375 === MyProfilerTop memLua allocations === #1 22850kb MainStep:gCurrentRenderer:MainStep #2 7858kb 2D:MainStep:walk #3 7587kb 2D:MainStep:MapStep #4 6605kb 2D:MainStep:MobileStep #5 4941kb Walk:BlendOutLayersAbovePlayer:setvis #6 2688kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #7 2447kb 2D:MobileStep:UpdateMobileGfx:Build #8 2226kb Walk:SetPlayerPos:mob:Update #9 1918kb MainStep:LugreStep #10 1360kb 2D:MobileStep:UpdateMobileGfx:human 1846375 === MyProfilerTop memOgre allocations === 1846375 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 -doing nothing in empty greenacres - Code: 1336312 === MyProfilerTop cpu time === #1 79msec ( 45%) MainStep:gCurrentRenderer:MainStep #2 61msec ( 35%) MainStep:SetToolTipSubject #3 47msec ( 27%) 2D:MainStep:MobileStep #4 31msec ( 18%) 2D:MobileStep:UpdateMobileGfx:Build #5 16msec ( 9%) MainStep:DisplayLoadingState #6 16msec ( 9%) 2D:MainStep:SetCamPos #7 16msec ( 9%) MainStep:EveryFrame #8 16msec ( 9%) 2D:MainStep:mouse #9 16msec ( 9%) 2D:MobileStep:UpdateMobileGfx:Clear #10 0msec ( 0%) MainStep:LugreStep total time=30sec cpu=0% gpu=0% idle/maxfpswait=99% 1336312 === MyProfilerTop tspike (single sections causing delays/lags) === 1336312 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === 1336312 === MyProfilerTop memLua allocations === #1 1510kb MainStep:LugreStep #2 1177kb MainStep:gCurrentRenderer:MainStep #3 535kb MainStep:SetToolTipSubject #4 464kb MainStep:UpdateCompass #5 317kb MainStep:StepDebugMenu #6 315kb 2D:MainStep:Dynamics_MainStep #7 313kb 2D:MainStep:MobileStep #8 306kb MainStep:Hook_HUDStep #9 293kb MainStep:DisplayLoadingState #10 232kb 2D:MainStep:mouse 1336312 === MyProfilerTop memOgre allocations === 1336312 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 sendping PingStep NextTimeUpdateDetected t/next 1343343 1404312 -running in empty greenacres - Code: 1426328 === MyProfilerTop cpu time === #1 1947msec ( 45%) MainStep:gCurrentRenderer:MainStep #2 1317msec ( 31%) MainStep:SetToolTipSubject #3 886msec ( 20%) MainStep:Hook_HUDStep #4 840msec ( 19%) 2D:MainStep:MapStep #5 812msec ( 19%) 2D:MobileStep:UpdateMobileGfx:Build #6 593msec ( 13%) Walk:SetPlayerPos:mob:Update #7 593msec ( 13%) 2D:MainStep:walk #8 297msec ( 7%) 2D:MainStep:MobileStep #9 77msec ( 1%) MainStep:UpdateCompass #10 61msec ( 1%) 2D:MainStep:Dynamics_MainStep total time=30sec cpu=14% gpu=1% idle/maxfpswait=84% 1426328 === MyProfilerTop tspike (single sections causing delays/lags) === 1426328 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === 1426328 === MyProfilerTop memLua allocations === #1 13054kb MainStep:gCurrentRenderer:MainStep #2 4315kb 2D:MainStep:MobileStep #3 4173kb 2D:MainStep:walk #4 3858kb 2D:MainStep:MapStep #5 3355kb Walk:SetPlayerPos:mob:Update #6 2029kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #7 1843kb 2D:MobileStep:UpdateMobileGfx:Build #8 1684kb MainStep:LugreStep #9 1014kb 2D:MobileStep:UpdateMobileGfx:human #10 616kb MainStep:SetToolTipSubject 1426328 === MyProfilerTop memOgre allocations === #1 1200kb 2D:MobileStep:UpdateMobileGfx:Build #2 1200kb MainStep:gCurrentRenderer:MainStep #3 960kb 2D:MainStep:MobileStep #4 240kb Walk:SetPlayerPos:mob:Update #5 240kb 2D:MainStep:walk 1426328 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 -running in chairs test, 700 items - Code: 1666343 === MyProfilerTop cpu time ===
#1 4804msec ( 64%) MainStep:gCurrentRenderer:MainStep #2 2624msec ( 34%) 2D:MainStep:MobileStep #3 1358msec ( 18%) 2D:MobileStep:UpdateMobileGfx:Build #4 1047msec ( 13%) 2D:MainStep:walk #5 1005msec ( 13%) MainStep:HandlePackets #6 763msec ( 10%) 2D:MobileStep:UpdateMobileGfx:Clear #7 734msec ( 9%) Walk:SetPlayerPos:mob:Update #8 677msec ( 9%) MainStep:SetToolTipSubject #9 466msec ( 6%) 2D:MainStep:MapStep #10 439msec ( 5%) Packets:kPacket_Accept_Movement_Resync_Request total time=30sec cpu=24% gpu=9% idle/maxfpswait=65% 1666343 === MyProfilerTop tspike (single sections causing delays/lags) === #1 234msec Packets:kPacket_Accept_Movement_Resync_Request #2 234msec MainStep:HandlePackets 1666343 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 375msec MainStep:HandlePackets #2 234msec Packets:kPacket_Accept_Movement_Resync_Request #3 94msec ChatTabPane:SetText #4 94msec Packets:kPacket_Text #5 94msec Text:GuiAddChatLine #6 78msec TextWidget:glyphlist:SetText #7 47msec Packets:kPacket_Show_Item #8 31msec MainStep:gCurrentRenderer:MainStep #9 30msec GlyphList:AddFontGlyph:SpecialChars #10 16msec 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx 1666343 === MyProfilerTop memLua allocations === #1 17674kb MainStep:gCurrentRenderer:MainStep #2 6271kb 2D:MainStep:Dynamics_MainStep #3 5593kb MainStep:HandlePackets #4 5332kb 2D:MainStep:MobileStep #5 4604kb 2D:MainStep:walk #6 3708kb Walk:SetPlayerPos:mob:Update #7 2805kb Packets:kPacket_Show_Item #8 2497kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #9 2232kb 2D:MobileStep:UpdateMobileGfx:Build #10 1901kb Packets:kPacket_Accept_Movement_Resync_Request 1666343 === MyProfilerTop memOgre allocations === 1666343 . . . . . ###ShardListSavePlayerMobile table: 1243E2C8 table: 11D461F0 FMOD error! (36) An invalid object handle was used. To resume, no problem when you doing nothing , feeling of walk break in other cases except running in empty greenacres. Can you explain me what I should see in logs ? If you want, I can train other test. Thanks, Regards, |
Author: | ghoulsblade [ Thu May 07, 2009 1:35 pm ] |
Post subject: | |
thanks for the profile logs. profiling explanation the profiling measures which code sections take how long to execcute over a 30 second period, and then outputs the results, resets itself and repeats. it measures the total cpu time spent during the 30 seconds : === MyProfilerTop cpu time === it also measures what happens when the game lags/hangs during a frame : 1336312 === MyProfilerTop tspike (single sections causing delays/lags) === 1336312 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === (first = only the sections that cause the lag, second : what is happening in total during lagframes) it also measures memory allocations for lua and ogre(3D), but those aren't important here 1426328 === MyProfilerTop memLua allocations === 1426328 === MyProfilerTop memOgre allocations === interpretation : how i'd interpret the results from the measurements you posted : Quote: -running in britain town - 1066312 === MyProfilerTop cpu time === #2 2225msec ( 33%) 2D:MainStep:MapStep #3 1910msec ( 28%) 2D:MainStep:walk #4 1016msec ( 15%) Walk:BlendOutLayersAbovePlayer:setvis #5 1014msec ( 15%) MainStep:SetToolTipSubject #6 785msec ( 11%) MainStep:Hook_HUDStep #7 748msec ( 11%) 2D:MobileStep:UpdateMobileGfx:Build 1066312 === MyProfilerTop tspike (single sections causing delays/lags) === #2 594msec 2D:MainStep:walk #3 499msec Walk:BlendOutLayersAbovePlayer:setvis so here walking seems to have a rather high impact. this doesn't neccessarily mean the code is wrong, as there are a lot of objects in cities to calculate for walking. Quote: -walking in britain town, different path -
1846375 === MyProfilerTop cpu time === #2 3486msec ( 49%) 2D:MainStep:MobileStep #3 1316msec ( 18%) 2D:MobileStep:UpdateMobileGfx:Build #4 1092msec ( 15%) 2D:MainStep:walk #5 1001msec ( 14%) 2D:MobileStep:UpdateMobileGfx:Clear #6 795msec ( 11%) 2D:MainStep:MapStep #7 592msec ( 8%) MainStep:SetToolTipSubject #8 501msec ( 7%) Walk:BlendOutLayersAbovePlayer:setvis 1846375 === MyProfilerTop tspike (single sections causing delays/lags) === #2 313msec 2D:MainStep:walk #3 298msec Walk:BlendOutLayersAbovePlayer:setvis here MobileStep eats a lot of performance, that means loading lots of new mobile clothing/graphics and/or wait times due to the memory bandwidth to GPU being exhausted : loading all the new terrain, buildings and items could mean there's no bandwidth left for loading the mobile clothing, so there are waittimes while animating/loading them. Walk code is also a factor, like before. could you repeat the -running in chairs test, 700 items - test please ? start when one such profile-list is printed, then run around for 30 seconds until the next profile-list is printed and paste that later list here. also note if you have overall bad framerate, or if there are short hangs. |
Author: | Suwing [ Thu May 07, 2009 9:06 pm ] |
Post subject: | |
Hello, thanks for the explaination of profiling Quote: so here walking seems to have a rather high impact.
this doesn't neccessarily mean the code is wrong, as there are a lot of objects in cities to calculate for walking. For information, the town was empty during the test. There are only statics, no dynamics items neither pnjs. New chairs tests: TEST 1: Running 1 minute to load & unload chairs Feeling of litle hang when you see/load chairs. TEST 2: Running 1 minute around chairs Sometimes feeling of slow down. TEST1: Code: ###ShardListSavePlayerMobile table: 11851048 table: 0807F3E8 387563 === MyProfilerTop cpu time === #1 5184msec ( 72%) MainStep:gCurrentRenderer:MainStep #2 3218msec ( 45%) 2D:MainStep:MobileStep #3 1673msec ( 23%) 2D:MobileStep:UpdateMobileGfx:Build #4 895msec ( 12%) 2D:MainStep:walk #5 813msec ( 11%) 2D:MobileStep:UpdateMobileGfx:Clear #6 719msec ( 10%) MainStep:HandlePackets #7 614msec ( 8%) Walk:SetPlayerPos:mob:Update #8 499msec ( 6%) 2D:MainStep:MapStep #9 439msec ( 6%) MainStep:SetToolTipSubject #10 357msec ( 5%) Packets:kPacket_Show_Item total time=30sec cpu=23% gpu=7% idle/maxfpswait=68% 387563 === MyProfilerTop tspike (single sections causing delays/lags) === #1 62msec 2D:MainStep:walk #2 62msec Walk:SetPlayerPos:mob:Update #3 62msec MainStep:gCurrentRenderer:MainStep #4 62msec MainStep:HandlePackets 387563 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 156msec MainStep:HandlePackets #2 109msec MainStep:gCurrentRenderer:MainStep #3 109msec Packets:kPacket_Show_Item #4 62msec Walk:SetPlayerPos:mob:Update #5 62msec 2D:MainStep:walk #6 47msec Packets:kPacket_AOSObjProp #7 32msec 2D:MobileStep:UpdateMobileGfx:Build #8 31msec 2D:MobileStep:UpdateMobileGfx:Anim2D_GetFrameCount #9 16msec 2D:MainStep:MapStep #10 16msec 2D:MainStep:MobileStep 387563 === MyProfilerTop memLua allocations === #1 15243kb MainStep:gCurrentRenderer:MainStep #2 5552kb 2D:MainStep:MobileStep #3 4876kb 2D:MainStep:walk #4 4307kb MainStep:HandlePackets #5 3910kb Walk:SetPlayerPos:mob:Update #6 3173kb 2D:MainStep:Dynamics_MainStep #7 2559kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #8 2322kb 2D:MobileStep:UpdateMobileGfx:Build #9 2288kb Packets:kPacket_Show_Item #10 1857kb Packets:kPacket_Accept_Movement_Resync_Request 387578 === MyProfilerTop memOgre allocations === #1 1968kb 2D:MobileStep:UpdateMobileGfx:Build #2 1968kb MainStep:gCurrentRenderer:MainStep #3 1104kb Walk:SetPlayerPos:mob:Update #4 1104kb 2D:MainStep:walk #5 864kb 2D:MainStep:MobileStep 387578 . . . . . sendping PingStep NextTimeUpdateDetected t/next 398172 459141 ###ShardListSavePlayerMobile table: 11851048 table: 0807F3E8 417563 === MyProfilerTop cpu time === #1 5285msec ( 68%) MainStep:gCurrentRenderer:MainStep #2 3186msec ( 41%) 2D:MainStep:MobileStep #3 1489msec ( 19%) 2D:MobileStep:UpdateMobileGfx:Build #4 1065msec ( 13%) MainStep:HandlePackets #5 1001msec ( 12%) 2D:MainStep:walk #6 951msec ( 12%) 2D:MobileStep:UpdateMobileGfx:Clear #7 740msec ( 9%) Walk:SetPlayerPos:mob:Update #8 562msec ( 7%) MainStep:SetToolTipSubject #9 532msec ( 6%) 2D:MainStep:MapStep #10 501msec ( 6%) Packets:kPacket_Show_Item total time=30sec cpu=25% gpu=9% idle/maxfpswait=64% 417563 === MyProfilerTop tspike (single sections causing delays/lags) === 417578 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === 417578 === MyProfilerTop memLua allocations === #1 17026kb MainStep:gCurrentRenderer:MainStep #2 5835kb 2D:MainStep:MobileStep #3 5768kb MainStep:HandlePackets #4 5117kb 2D:MainStep:walk #5 4377kb 2D:MainStep:Dynamics_MainStep #6 4116kb Walk:SetPlayerPos:mob:Update #7 3782kb Packets:kPacket_Show_Item #8 2697kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #9 2449kb 2D:MobileStep:UpdateMobileGfx:Build #10 1911kb MainStep:LugreStep 417578 === MyProfilerTop memOgre allocations === #1 384kb 2D:MobileStep:UpdateMobileGfx:Build #2 384kb MainStep:gCurrentRenderer:MainStep #3 192kb Walk:SetPlayerPos:mob:Update #4 192kb 2D:MainStep:MobileStep #5 192kb 2D:MainStep:walk 417578 . . . . . ###ShardListSavePlayerMobile table: 11851048 table: 0807F3E8 447563 === MyProfilerTop cpu time === #1 4799msec ( 70%) MainStep:gCurrentRenderer:MainStep #2 3166msec ( 46%) 2D:MainStep:MobileStep #3 1340msec ( 19%) 2D:MobileStep:UpdateMobileGfx:Build #4 879msec ( 12%) 2D:MobileStep:UpdateMobileGfx:Clear #5 861msec ( 12%) MainStep:HandlePackets #6 809msec ( 11%) 2D:MainStep:walk #7 604msec ( 8%) Walk:SetPlayerPos:mob:Update #8 518msec ( 7%) Packets:kPacket_Accept_Movement_Resync_Request #9 375msec ( 5%) MainStep:UpdateCompass #10 358msec ( 5%) 2D:MainStep:MapStep total time=30sec cpu=22% gpu=8% idle/maxfpswait=68% 447563 === MyProfilerTop tspike (single sections causing delays/lags) === #1 63msec Packets:kPacket_Accept_Movement_Resync_Request #2 63msec MainStep:HandlePackets 447563 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 110msec Packets:kPacket_Accept_Movement_Resync_Request #2 110msec MainStep:HandlePackets #3 16msec 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #4 16msec MainStep:gCurrentRenderer:MainStep #5 16msec 2D:MainStep:MobileStep #6 0msec MainStep:LugreStep #7 0msec MainStep:DisplayLoadingState #8 0msec MainStep:GUIStep #9 0msec MainStep:UOContainerDialogExecuteRefreshs #10 0msec MainStep:Hook_PreRenderOneFrame 447563 === MyProfilerTop memLua allocations === #1 14722kb MainStep:gCurrentRenderer:MainStep #2 5566kb 2D:MainStep:MobileStep #3 4863kb 2D:MainStep:walk #4 4389kb MainStep:HandlePackets #5 3921kb Walk:SetPlayerPos:mob:Update #6 2765kb 2D:MainStep:Dynamics_MainStep #7 2631kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #8 2490kb Packets:kPacket_Show_Item #9 2343kb 2D:MobileStep:UpdateMobileGfx:Build #10 1818kb MainStep:LugreStep 447563 === MyProfilerTop memOgre allocations === 447563 . . . . . TEST2: Code: ###ShardListSavePlayerMobile table: 11851048 table: 0807F3E8
627563 === MyProfilerTop cpu time === #1 7056msec ( 69%) MainStep:gCurrentRenderer:MainStep #2 3126msec ( 30%) 2D:MainStep:MobileStep #3 1737msec ( 17%) MainStep:HandlePackets #4 1698msec ( 16%) 2D:MainStep:Dynamics_MainStep #5 1662msec ( 16%) 2D:MobileStep:UpdateMobileGfx:Build #6 1435msec ( 14%) 2D:MainStep:walk #7 1012msec ( 9%) Walk:SetPlayerPos:mob:Update #8 878msec ( 8%) 2D:MobileStep:UpdateMobileGfx:Clear #9 783msec ( 7%) Packets:kPacket_Show_Item #10 637msec ( 6%) MainStep:SetToolTipSubject total time=30sec cpu=33% gpu=8% idle/maxfpswait=57% 627578 === MyProfilerTop tspike (single sections causing delays/lags) === #1 579msec MainStep:gCurrentRenderer:MainStep #2 328msec 2D:MainStep:Dynamics_MainStep #3 156msec MainStep:HandlePackets #4 79msec Text:GuiAddChatLine #5 79msec Packets:kPacket_Text #6 62msec Packets:kPacket_Accept_Movement_Resync_Request 627578 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 986msec MainStep:gCurrentRenderer:MainStep #2 782msec 2D:MainStep:Dynamics_MainStep #3 469msec MainStep:HandlePackets #4 203msec Packets:kPacket_Accept_Movement_Resync_Request #5 142msec 2D:MainStep:MobileStep #6 126msec Text:GuiAddChatLine #7 126msec ChatTabPane:SetText #8 126msec TextWidget:glyphlist:SetText #9 126msec Packets:kPacket_Text #10 125msec Packets:kPacket_Show_Item 627578 === MyProfilerTop memLua allocations === #1 22962kb MainStep:gCurrentRenderer:MainStep #2 10597kb 2D:MainStep:Dynamics_MainStep #3 5800kb MainStep:HandlePackets #4 5483kb 2D:MainStep:MobileStep #5 5139kb 2D:MainStep:walk #6 4095kb Walk:SetPlayerPos:mob:Update #7 3354kb Packets:kPacket_Show_Item #8 2579kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #9 2339kb 2D:MobileStep:UpdateMobileGfx:Build #10 1817kb MainStep:LugreStep 627578 === MyProfilerTop memOgre allocations === 627578 . . . . . ###ShardListSavePlayerMobile table: 11851048 table: 0807F3E8 sendping PingStep NextTimeUpdateDetected t/next 642188 703156 657563 === MyProfilerTop cpu time === #1 5997msec ( 65%) MainStep:gCurrentRenderer:MainStep #2 3314msec ( 36%) 2D:MainStep:MobileStep #3 1630msec ( 17%) 2D:MobileStep:UpdateMobileGfx:Build #4 1535msec ( 16%) MainStep:HandlePackets #5 1234msec ( 13%) 2D:MainStep:walk #6 924msec ( 10%) 2D:MobileStep:UpdateMobileGfx:Clear #7 873msec ( 9%) Walk:SetPlayerPos:mob:Update #8 719msec ( 7%) Packets:kPacket_Show_Item #9 716msec ( 7%) 2D:MainStep:Dynamics_MainStep #10 626msec ( 6%) MainStep:SetToolTipSubject total time=30sec cpu=30% gpu=9% idle/maxfpswait=59% 657563 === MyProfilerTop tspike (single sections causing delays/lags) === 657563 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === 657563 === MyProfilerTop memLua allocations === #1 23905kb MainStep:gCurrentRenderer:MainStep #2 11065kb 2D:MainStep:Dynamics_MainStep #3 5962kb 2D:MainStep:MobileStep #4 5203kb 2D:MainStep:walk #5 4779kb MainStep:HandlePackets #6 4130kb Walk:SetPlayerPos:mob:Update #7 3186kb Packets:kPacket_Show_Item #8 2749kb 2D:MobileStep:UpdateMobileGfx:AddAnimModel:AddSpriteEx #9 2500kb 2D:MobileStep:UpdateMobileGfx:Build #10 1946kb MainStep:LugreStep 657563 === MyProfilerTop memOgre allocations === 657563 . . . . . My computer: -Core 2 duo : 2.13GHz -2 GO RAM -GPU Nvidia 8800 GTS 320 MO Test in windowed mode 1024*768, zoom level 1. There are any option to allow more ram to lua or ogre to improve perf in 2d mode ? Thanks for all, Regards, |
Author: | ghoulsblade [ Thu May 07, 2009 9:37 pm ] |
Post subject: | |
thanks =) more ram : no option for that. iris allocates all the ram it needs. |
Author: | Suwing [ Fri May 08, 2009 12:48 pm ] |
Post subject: | |
Hello, Do you see what's wrong ? Do you need others tests ? There are a difference betwen statics and dynamics items in the renderer process? I know that statics items are locals and dynamics come from server, so network impact. I make one other test, running on vetus mondus server and record video. You can download it here: http://uploading.com/files/I6D4WASM/run ... s.ipv.html This is last profiling in console. (It is possible to make log with all stats in a file ?) Code: 204360 === MyProfilerTop cpu time ===
#1 5641msec ( 53%) MainStep:gCurrentRenderer:MainStep #2 3272msec ( 31%) 2D:MainStep:MobileStep #3 1883msec ( 17%) MainStep:LugreStep #4 1573msec ( 15%) 2D:MobileStep:UpdateMobileGfx:Build #5 1183msec ( 11%) MainStep:Hook_HUDStep #6 1129msec ( 10%) 2D:MainStep:MapStep #7 1095msec ( 10%) MainStep:UpdateCompass #8 718msec ( 6%) 2D:MobileStep:UpdateMobileGfx:Clear #9 595msec ( 5%) 2D:MobileStep:UpdateMobileGfx:AddAnimModel (st art:LoadAtlasPiece) #10 519msec ( 4%) 2D:MainStep:MousePickStep total time=30sec cpu=34% gpu=34% idle/maxfpswait=30% 204360 === MyProfilerTop tspike (single sections causing delays/lags) === #1 171msec MainStep:LugreStep #2 78msec Walk:BlendOutLayersAbovePlayer:setvis #3 63msec Packets:kPacket_Text #4 63msec MainStep:gCurrentRenderer:MainStep #5 63msec Text:GuiAddChatLine #6 63msec MainStep:HandlePackets 204360 === MyProfilerTop tspikeframe (the summed cpu usage of all things during delay/lag-frames) === #1 750msec MainStep:gCurrentRenderer:MainStep #2 623msec MainStep:LugreStep #3 249msec 2D:MainStep:MapStep #4 232msec 2D:MainStep:MobileStep #5 188msec ChatTabPane:SetText #6 172msec TextWidget:glyphlist:SetText #7 159msec 2D:MainStep:Dynamics_MainStep #8 141msec Text:GuiAddChatLine #9 125msec Walk:BlendOutLayersAbovePlayer:setvis #10 110msec Packets:kPacket_Text 204360 === MyProfilerTop memLua allocations === #1 18281kb MainStep:gCurrentRenderer:MainStep #2 10643kb MainStep:LugreStep #3 6881kb 2D:MainStep:MapStep #4 5301kb 2D:MainStep:MobileStep #5 4904kb 2D:MainStep:Dynamics_MainStep #6 2503kb 2D:MobileStep:UpdateMobileGfx:Build #7 1665kb MainStep:UpdateCompass #8 1514kb Walk:SetPlayerPos:DestroyObjectsFarFromPlayer #9 1368kb Walk:BlendOutLayersAbovePlayer:setvis #10 1255kb 2D:MobileStep:UpdateMobileGfx:human 204360 === MyProfilerTop memOgre allocations === #1 16864kb MainStep:gCurrentRenderer:MainStep #2 11024kb 2D:MobileStep:UpdateMobileGfx:Build #3 8672kb 2D:MainStep:MobileStep #4 8192kb 2D:MainStep:MapStep #5 2352kb MainStep:LugreStep #6 80kb Text:Mobile_NameHint #7 80kb Packet_Localized_Text:HandleUOText 204375 . . . . . ###ShardListSavePlayerMobile table: 203BD060 table: 10DF99F0 You can see my character stop often, but in game I was running all time with feeling of hang. Thanks, Regards, |
Author: | ghoulsblade [ Fri May 08, 2009 1:41 pm ] |
Post subject: | |
Statics and dynamics are handled differently. Statics are known and can be loaded blockwise, whereas dynamics are sent tilewise by the server during walking. Since we batch (summarize) dynamic geometry blockwise, this means that the whole block has to be rebuilt with every step, so dynamics eat more performance than statics during walk. We thought about a few ways to improve this, but it'll take a while until we get around to implementing them. |
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