CRNfix Engine Version: better replay performance - Page 2

CRNfix Engine Version: better replay performance

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gajop
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Re: CRNfix Engine Version: better late game performance

Post by gajop » 29 Jan 2014, 01:26

What if he lost the source?
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smoth
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Re: CRNfix Engine Version: better late game performance

Post by smoth » 29 Jan 2014, 04:36

then his fork would be even more a waste of everyone's time.
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AntiAllez
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Re: CRNfix Engine Version: better late game performance

Post by AntiAllez » 29 Jan 2014, 20:56

interesting approach, how much time is probably connected that everyone together wasted by laggames? maybe a lifetime or even more? :regret:
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smoth
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Re: CRNfix Engine Version: better late game performance

Post by smoth » 29 Jan 2014, 23:12

Stop playing 8vs8 dsd lol
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FabriceFABS
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Re: CRNfix Engine Version: better late game performance

Post by FabriceFABS » 30 Jan 2014, 20:11

Not only.
Also *MAP*Metal games, and *MOD*Chiken games...
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scifi
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Re: CRNfix Engine Version: better late game performance

Post by scifi » 30 Jan 2014, 20:27

We can sit here to the end of times hearing about the so called 300% performance increase, if theres no source theres also no real credible tests to rely upon. And especially with a GPL violation on it.

Anyways i think the devs are working on a improved threaded release for Spring so hopefully we can get pass this and actually move on.
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smoth
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Re: CRNfix Engine Version: better late game performance

Post by smoth » 30 Jan 2014, 20:39

Pfft I am going on with my life, steadily making recent advances.
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jK
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Re: CRNfix Engine Version: better late game performance

Post by jK » 05 Feb 2014, 10:57

blabla ignoring zerver blabla
back to topic!

Did some visual profiling and wrote a grapher that shows how Spring spends time:
Image

You see that `Frame Grapher` which displays the last half second and its time slices:
  • green are video frames
  • red are simframes
  • blue is swapBuffer (gpu/vsync)
  • pink is lua gc
It directly shows that something is wrong in GC (sure ZK creates likely a lot of garbage but it wouldn't explain what we see), so I tweaked the GC a bit and got this:Image

MUCH better already (it likely solves 90% micro lagging in ZK, but it won't solve the ones in BA what spends much less time in GC even in 96!).
When you take a close look at the simframes you notice that there is a semi huge gap after each of it, those range from 1ms upto ~50ms (maybe something SDL or NetCode related) and are very likely one cause of microlags (additional to uneven simframe length, but that's another topic).
Atm I don't know what Spring is doing in those gaps yet, needs further investigation.
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Last edited by jK on 05 Feb 2014, 13:10, edited 1 time in total.
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gajop
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Re: CRNfix Engine Version: better late game performance

Post by gajop » 05 Feb 2014, 11:36

Nice post, pretty informative. Is information how people can do this kind of visual profiling available? It seems pretty useful.
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Beherith
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Re: CRNfix Engine Version: better late game performance

Post by Beherith » 05 Feb 2014, 13:30

Excellent work, jK!

BAR uses more lua, especially more luaui, so it will definitely be a boon there.
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jK
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Re: CRNfix Engine Version: better late game performance

Post by jK » 05 Feb 2014, 16:01

k seems to be multiple stuff in CGame::UpdateUnsynced that accumulates every now and then to peaks. Need to find the biggest of those now and why they relate to simframe updates.
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Silentwings
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Re: CRNfix Engine Version: better late game performance

Post by Silentwings » 06 Feb 2014, 01:01

Nice! Is that going to be the default view with /debug in 97.0?
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Google_Frog
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Re: CRNfix Engine Version: better late game performance

Post by Google_Frog » 06 Feb 2014, 17:26

I like that visualisation and the GC tweak sounds great.
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muckl
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Re: CRNfix Engine Version: better late game performance

Post by muckl » 06 Feb 2014, 19:24

+1 for this visualisation
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