branchrust_reboot/main/player_benchmark_improvementscancel

21 Commits over 31 Days - 0.03cph!

54 Days Ago
Bugfix: mark PlayerModelBenchmark.unity for maps bundle Tests: none, trivial change
54 Days Ago
Merge: from main
59 Days Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
59 Days Ago
Merge: from main
59 Days Ago
Merge: from pm2
59 Days Ago
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
59 Days Ago
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
59 Days Ago
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
59 Days Ago
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
59 Days Ago
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
59 Days Ago
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
59 Days Ago
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
60 Days Ago
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
2 Months Ago
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
2 Months Ago
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
2 Months Ago
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
2 Months Ago
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
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor Tests: ran ClothingBenchmark in editor, no longer blasted by errors
2 Months Ago
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