branchrust_reboot/main/benchmarking_updatecancel
69 Commits over 1,491 Days - 0.00cph!
Update: Merge Terrain and FoliageGrid benchmarks
- Re-enabled terrain rendering in FoliageGridBenchmark
- Delete TerrainBenchmark
Tests: autobench in editor
Bugfix: MonumentBenchmark - don't clean up reflection probes between monument spawns
This would cause sporadic exceptions during benchmark run.
Tests: autobench in editor
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
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now
Only 1 exception left
Tests: MonumentBenchmark scene in editor
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon
Tests: ran the MonumentBenchmark in editor - less errors
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
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
Update: MonumentBenchmark - bench all monuments instead of 3
Took 35minutes, need to reduce timers
Tests: autobench in editor
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
Update: add MonumentBenchmark to the autobench set
Tests: run atuobench in the editor
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
Update: re-enable Effects and Firework benchmark scenes
They didn't have issues, so adding them to the pile
Tests: autobench in editor
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
Added some new benchmark demos