08-08-2011, 04:12 AM,
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NaN
Posting Freak
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Quote:track actually loads in the track editor
Track editor is based on the old implementation hasn't been synced with vdrift code. No idea about its performance limits.
Quote:vdrift has become unplayable
Can you try "vdrift -profiling"? It should show you some numbers. I've planned to do some profiling/play-testing after pushing another bunch of fracture code changes.
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08-08-2011, 10:55 AM,
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alex25
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NaN Wrote:Quote:track actually loads in the track editor
Track editor is based on the old implementation hasn't been synced with vdrift code. No idea about its performance limits. really?! you thought i didn't know that? amazing... if it makes you feel better even blender had problems dealing with this track. it's a pity because it looks like a really beautiful one.
did one lap at spa2008 with profiling, this is what it says:
ai: 0.0126807 %
car-update: 1.2467 %
physics: 4.49186 %
render: 83.9912 %
scenegraph: 2.31186 %
this is probably not that informative because things happen only when there are suddenly a lot of objects so i'm pretty sure it is the scene graph.
i just tried another run quitting right after the first turn:
ai: 0.00588349 %
car-update: 0.579721 %
physics: 2.23063 %
render: 66.2563 %
scenegraph: 1.37874 %
not sure where 30% went, maybe it was all the freezing.
anyway, so what happened to the patches you had for bullet to speed up the scenegraph? i never saw them making it into bullet upstream and i remember a message you posted (which i can't find right now) where you said that the time difference between the two was pretty big.
--alex--
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08-08-2011, 02:00 PM,
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NaN
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The scenegraph is graphics.
Quote:patches you had for bullet
http://code.google.com/p/bullet/source/detail?r=2300
There has been another VDrift related modification(hack). But I didn't consider it as relevant to upstream. Ironically we are not using this code path anymore. The relative speed difference is about 200-300%. In absolute values you would have < 2% physics instead of 4%. Back then I saw any performance regression as a bug.
Quote:it's a pity because
Can you upload it to data? It would make a good benchmark even if it is unplayable.
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08-08-2011, 04:14 PM,
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alex25
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NaN Wrote:The scenegraph is graphics.
Quote:patches you had for bullet
http://code.google.com/p/bullet/source/detail?r=2300
There has been another VDrift related modification(hack). But I didn't consider it as relevant to upstream. Ironically we are not using this code path anymore. The relative speed difference is about 200-300%. In absolute values you would have < 2% physics instead of 4%. Back then I saw any performance regression as a bug.
there has been a major regression in rendering/creating the scenegraph. i looked at the numbers again on my laptop, the framerate drops from 80-90 fps at startup to <10fps with major freezes right as i turn the first corner. to me it looks like this is happening when new objects are added to the scenegraph, and this is not done very optimally. it didn't use to happen.
NaN Wrote:Quote:it's a pity because
Can you upload it to data? It would make a good benchmark even if it is unplayable.
i'm trying to get permission from the authors to convert it to vdrift. if i get it, i'll upload it even if i can't do any editing on it. i'm very busy at work today but in the next few days i will try to play with it on my desktop.
--alex--
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08-08-2011, 04:23 PM,
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alex25
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i think i found the old discussion: http://vdrift.net/Forum/viewtopic.php?t=...c&start=15, it had to do with ray queries for compound objects. the tests you had back then for lemans gave this:
objects(current): 27.871 ms, should be better theoretically, has dbvt for static objects
compound(new): 2.774 ms
compound(unpatched): 184.218 ms, O(rays*objects)
you had a patch to speed up bullet, and it is this patch that didn't make it in upstream. are you saying we are not using this any more?
--alex--
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08-08-2011, 06:03 PM,
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NaN
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Quote:i'll upload it even if i can't do any editing on it
Cool. I've thought about exporting only the road meshes for the track editor to trace the roads and set the start positions, hoping that the other stuff can be done in blender.
Quote:compound(unpatched): 184.218 ms
Upstream patch: http://code.google.com/p/bullet/source/detail?r=2300
Quote:objects(current): 27.871 ms
I've missed a switch at that time. Bullet hasn't really got a documentation. The time with the switch enabled is more like 3x compound patched. This code path is used now.
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08-08-2011, 07:20 PM,
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alex25
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NaN Wrote:Quote:i'll upload it even if i can't do any editing on it
Cool. I've thought about exporting only the road meshes for the track editor to trace the roads and set the start positions, hoping that the other stuff can be done in blender.
Quote:compound(unpatched): 184.218 ms
Upstream patch: http://code.google.com/p/bullet/source/detail?r=2300
Quote:objects(current): 27.871 ms
I've missed a switch at that time. Bullet hasn't really got a documentation. The time with the switch enabled is more like 3x compound patched. This code path is used now.
blender is just as slow (at least on my laptop) so i wouldn't hold my breath. what i used to do in the past (for the ring for example) was just load the track objects in the track editor and that helped a lot. the rest i do with listedit (using blender for that kind of stuff is overkill).
what is the switch? do i need to set something when compiling bullet? right now i set the build_type to Release but everything else is the default.
--alex--
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08-15-2011, 02:12 PM,
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FFuser
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Quote:(where lately has been since we added dynamic objects and started using bullet for the object trees i think)
What are these dynamic objects? Because I see people talking about it, but I don't know what it is...
From the name I guess it are (for example) cones on the road, and that when you hit them instead of the car flying away (as sometimes happened in older versions of VDrift, and even Racer), the cones fly away.
Am I right? Are their any tracks using this? (And if so, which ones?)
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08-17-2011, 01:29 PM,
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alex25
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joevenzon Wrote:Oh, and about spa2008, the performance of the gl3 renderer might be slightly slower than the gl1 and gl2 renderers, although I'm not sure what's getting enabled for you. i'm pretty sure i'm using the gl3 renderer. how can i switch to the gl2 one to see if it makes any difference?
--alex--
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