branchrust_reboot/main/player_benchmark_improvementscancel
21 Commits over 31 Days - 0.03cph!
Bugfix: mark PlayerModelBenchmark.unity for maps bundle
Tests: none, trivial change
Clean: remove UNITY_EDITOR ifdefs around logging
Tests: none, trivial change
Clean: remove naked player bench from ClothingBenchmark
Superceded by PlayerModelBenchmark
Tests: none, trivial change
Bugfix: avoid NRE when no recorders are requested by a benchmark
Tests: ran ClothingBenchmark
Update: PlayerModelBenchmarkScene - record bone count of spamed player models
Tests: ran benchmark
Update: BenchmarkScene - add support for selecting which recorders to activate
- added Scripts and Physics recorders
- PlayerModelBenchmark uses only Rendering + Animation ones
Tests: ran benchmark with various category bitfields
Update: add "CPU Total Frame Time" recorder
Tests: ran baseline
Update: add mainthread-only Camera.Render recorder
Tests: ran baseline
Update: PlayerModelBenchmark - add baseline run (0 models)
- change bench naming convention
Tests: none, trivial changes
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames
Tests: none, trivial change
Update: Allow benchmark to stop after enough samples accumulated
- converted PlayerModelBenchmarkScene to run till 1k sampels accumulated
- support accumulated sample wraparound (explains weird results I saw previously)
Tests: ran player benchmark
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states
- add a run per lod level with anims (bringing total to 12)
In theory should break batching/reuse, but results are a bit too similar(editor overhead?)
Tests: ran the scene
Update: define player spawning via desired lod level rather than manually placing them
Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level.
Tests: checked triangle counts for every lod level, it falls as expected for every stage
Bugfix: convert bench durations from 120frames to 1s
Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird.
Tests: ran the bench scene
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark
- Purged it of original setup, instead controlled by a script
New bench script spawns 100 nakeds at various LOD levels and measures rendering stats
Tests: ran benchmark scene
Update: format output by recoder's unit type
- updated recorder's idents to for easier parsing
- skip recorders that didn't accumulate any data
Tests: ran the scene in editor
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor
Tests: ran ClothingBenchmark in editor, no longer blasted by errors
Update: BenchmarkScene - add support to gather simple rendering and animation perf telemetry
- ClothingBenchmark uses it for normal standing pass
Tests: ran ClothingBenchmark, checked debug output