diff --git a/journal.txt b/journal.txt index 942114c..3b1cdad 100644 --- a/journal.txt +++ b/journal.txt @@ -83,6 +83,31 @@ vs 100k drawTexture calls with their overhead. --- +hardware comparison: i5-6500T (integrated graphics) +--------------------------------------------------- +system: Intel i5-6500T with Intel HD Graphics 530 +baseline version: 0.3.0 (quad batching optimized) + +benchmark.log results: +- 30k entities: 16.7ms mostly, occasional spikes to 20-27ms +- 40k entities: 16.7ms stable +- 50k entities: 16.7ms mostly, breaks to 20ms occasionally +- 60k entities: 47ms spike, settles ~20ms (breaks 60fps) +- 100k entities: ~31ms frame +- 200k entities: ~57ms frame (render=48.8ms, update=8.0ms) + +comparison to AMD Radeon (optimization 2 results): +- AMD Radeon: 60fps stable @ ~100k entities +- i5-6500T HD 530: 60fps stable @ ~50k entities +- ~2x difference due to integrated vs discrete GPU + +notes: update loop scales well on both (update_ms < 10ms even at 200k). +bottleneck is purely GPU-bound. integrated graphics has fewer shader +units and less memory bandwidth, explaining the ~2x entity ceiling +difference. + +--- + optimization 3: [pending] ------------------------- technique: