branchrust_reboot/main/benchmarking_updatecancel

45 Commits over 1,461 Days - 0.00cph!

Today
Merge: from main
Today
Clean: remove FoliageGridBenchmark and associated script Superseded by BiomeBenchmark Tests: benchmark in editor
Today
Update: BiomeBenchmark - expose camera flight speed - Set default camera speed to 16, similar to what it was when lerping Tests: benchmark in editor
Today
Update: BiomeBenchmark - split timings per topology Certain topologies generate a lot of visual clutter, so have a noticeable impact. Previously the effect would be lost when averaging the timings. Tests: benchmark in editor
Today
Update: BiomeBenchmark - add it to standalone build Will replace FoliageGridBenchmark today Tests: autobench in client
Yesterday
Update: BiomeBenchmark - rewrite heightfield gen to generate a lower coastline - Also slowed down the camera speed by half Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - introduce a delay when starting and teleporting the camera to islands Helps with asset pop-in. Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - snap camera to player height above ground Tests: benchmark in editor
Yesterday
Bugfix: BiomeBenchmark - put procedurally created terrain on Terrain layer This caused foliage/clutter to not spawn as much as it could, leaving islands barren. Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - switch to custom topology generation - Added extra info about under-camera topology to help investigate things further Still not getting the effect I want Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - debug mode - Freezes camera on a specified island at specified flight pos Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - control the size of biome islands isntead of entire map Makes this easier to control the benchmark Tests: benchmark in editor
Yesterday
Update: BiomeBenchmark - add clutter spawning - Runs a copy fo server-side hacked-together logic I can see various trees spawning on islands, but the rocks block too much of area - going to try to reduce that next. Tests: benchmark in editor
2 Days Ago
Update: BiomeBenchmark - allow filtering which biomes to test - also slowed down the camera flight to help with pop-in Tests:benchmark in editor
3 Days Ago
Hack: BiomeBenchmark - try generating clutter without incomplete server Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next. Tests: benchmark in editor
3 Days Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
3 Days Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
3 Days Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
3 Days Ago
Update: BiomeBenchmarks - Fixed biome generation on row-islands - Benchmark map size works with NPOT sizes Now to figure out why forests are not coming through Tests: BiomeBenchmark in editor
3 Days Ago
Update: BiomeBEnchmark - minor progress - Fix invalid biome assignation per island - Submerge the terrain - Get rid of terrain setup in scene - Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big. Still investigating how to make topo better without inflating terrain too much. Tests: BiomeBenchmark in editor
3 Days Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Update: BiomeBenchmark - first baby steps - Generates empoty row-islands + biome map for these islands - Generates biome map for row-islands Confused why I get beach texture everywhere. Need to sort that next. Tests: ran the BiomeBenchmark scene in editor
3 Days Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
4 Days Ago
Clean: remove deleted TerrainBenchmark from the build settings Tests: none, trivial change
4 Days Ago
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion This caused issues with native container cleanup Tests: autobench in editor
4 Days Ago
Update: Merge Terrain and FoliageGrid benchmarks - Re-enabled terrain rendering in FoliageGridBenchmark - Delete TerrainBenchmark Tests: autobench in editor
4 Days 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 Days 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 Days Ago
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now Only 1 exception left Tests: MonumentBenchmark scene in editor
7 Days Ago
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon Tests: ran the MonumentBenchmark in editor - less errors
7 Days 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 Days 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 Days Ago
Update: MonumentBenchmark - bench all monuments instead of 3 Took 35minutes, need to reduce timers Tests: autobench in editor
8 Days 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
8 Days Ago
Update: add MonumentBenchmark to the autobench set Tests: run atuobench in the editor
8 Days 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
8 Days Ago
Update: re-enable Effects and Firework benchmark scenes They didn't have issues, so adding them to the pile Tests: autobench in editor
8 Days 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
8 Days 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
4 Years Ago
Picking out old updates