branchrust_reboot/main/benchmarking_updatecancel

69 Commits over 1,491 Days - 0.00cph!

7 Months Ago
Update: Merge Terrain and FoliageGrid benchmarks - Re-enabled terrain rendering in FoliageGridBenchmark - Delete TerrainBenchmark Tests: autobench in editor
7 Months Ago
Bugfix: MonumentBenchmark - don't clean up reflection probes between monument spawns This would cause sporadic exceptions during benchmark run. Tests: autobench in editor
7 Months Ago
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments - Also reduced cool down frames to 5 from 10 That's all NREs for monuments done, hopefully none in standalone as well Tests: played MonumentBenchmark in editor
7 Months Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
7 Months Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
7 Months Ago
Update: MonumentBenchmark - clean up any left-over prefabs Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab. Tests: played MonumentBenchmark in editor
7 Months Ago
Update: speed up MonumentBenchmark - 10 frames to cool down instead of 5s - bench 60 frames instead of 120 per vantage stage Cuts down from 35m to 4m50s. Tests: played the MonumentBenchmark scene in editor
7 Months Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
7 Months Ago
Bugfix: MonumentBenchmark - move WaterSystem init to Start In standalone client it errorred due to different default awake order (Monument awake before WaterSystem) Tests: autobench in editor
7 Months Ago
Update: add MonumentBenchmark to the autobench set Tests: run atuobench in the editor
7 Months Ago
Bugfix: MonumentBenchmark - fix terrain and water systems - Added missing WaterSystems setup and hooked in initialization - Fixed terrain being setup with missmatching Craggy and CraggyHD assets(using Craggy now) and hooked in initialization No more exceptions during monument benchmark Tests: ran autobench in editor
7 Months Ago
Update: re-enable Effects and Firework benchmark scenes They didn't have issues, so adding them to the pile Tests: autobench in editor
7 Months Ago
Bugfix: Disable demo benchmarking part of autobench - removing old demos Our demos are too stale and no longer binary compatible with the protocol changes Tests: ran autobench in editor
7 Months Ago
Merge: from main
4 Years Ago
Scene fixes
4 Years Ago
Merge from main
4 Years Ago
Added some new benchmark demos
4 Years Ago
Merge from main
5 Years Ago
Picking out old updates