ulf.schroeter Posted March 29, 2014 Share Posted March 29, 2014 Problem At the moment it is very hard to find the root of render frame stalls in complex worlds caused by excessive mask / image file loads followed by GPU texture uploads due to background resource streaming. Proposal Configurable logging (on/off e.g. via some console variable filesystem_load_logging) of all loaded file names by background filesystem thread after load/processing. Such background file load logging would help to (indirectly) identify possible background resources causing render stalls based on correlation of reproducable render stall timestamps with logged background streaming file names. In case of this render stall problem this logging feature could be used to identify background resource loading differences between initial run with render stalls and follow-up runs showing much smoother frame rates (maybe due to already cached files). 1 Link to comment
demostenes Posted March 29, 2014 Share Posted March 29, 2014 Agree. Since introduction of streaming we have same problems as descibed here https://developer.unigine.com/forum/topic/2538-performance-problems-related-to-caching/ and it is very hard to find which resource loading is causing framerate drop (and thus which we should preload). It is definitelly caching issue, before introducing streaming we never experienced this problem. Link to comment
binstream Posted April 21, 2014 Share Posted April 21, 2014 Good suggestion, thank you. Added to the tasks list. Link to comment
unclebob Posted June 17, 2015 Share Posted June 17, 2015 Good (and a little bit late but still good) news! Added two console variables: filesystem_log_async and world_log_async which will track any async operations on meshes/images/files/nodes. Will be available soon. :) Link to comment
ulf.schroeter Posted June 17, 2015 Author Share Posted June 17, 2015 well, better late then never :) Thank you Link to comment
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