116 lines
3.6 KiB
Text
116 lines
3.6 KiB
Text
lofivor optimization journal
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=============================
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goal: maximize entity count at 60fps for survivor-like game
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baseline: individual drawCircle calls
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-------------------------------------
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technique: rl.drawCircle() per entity in loop
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code: sandbox_main.zig:144-151
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bottleneck: render-bound (update <1ms even at 30k entities)
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benchmark1.log results (AMD Radeon):
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- 60fps stable: ~4000 entities
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- 60fps breaks: ~5000 entities (19.9ms frame)
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- 10k entities: ~43ms frame
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- 20k entities: ~77ms frame
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- 25k entities: ~97ms frame
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analysis: linear scaling, each drawCircle = separate GPU draw call
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---
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optimization 1: texture blitting
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--------------------------------
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technique: pre-render circle to 16x16 texture, drawTexture() per entity
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code: sandbox_main.zig:109-124, 170-177
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benchmark2.log results:
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- 60fps stable: ~50,000 entities
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- 60fps breaks: ~52,000-55,000 entities (18-21ms frame)
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- 23k entities: 16.7ms frame (still vsync-locked)
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- 59k entities: 20.6ms frame
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extended benchmark (benchmark3):
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- 50k entities: 16.7ms (vsync-locked, briefly touches 19ms)
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- 60k entities: 20.7ms
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- 70k entities: 23.7ms
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- 80k entities: 30.1ms
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- 100k entities: 33-37ms (~30fps)
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comparison to baseline:
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- baseline broke 60fps at ~5,000 entities
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- texture blitting breaks at ~50,000 entities
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- ~10x improvement in entity ceiling
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analysis: raylib batches texture draws internally when using same texture.
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individual drawCircle() = separate draw call each. drawTexture() with same
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texture = batched into fewer GPU calls.
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notes: render_ms stays ~16-18ms up to ~50k, then scales roughly linearly.
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at 100k entities we're at ~30fps which is still playable. update loop
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remains negligible (<0.6ms even at 100k).
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---
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optimization 2: rlgl quad batching
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-----------------------------------
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technique: bypass drawTexture(), submit vertices directly via rlgl
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code: sandbox_main.zig:175-197
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- rl.gl.rlSetTexture() once
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- rl.gl.rlBegin(rl_quads)
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- loop: rlTexCoord2f + rlVertex2f for 4 vertices per entity
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- rl.gl.rlEnd()
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benchmark3.log results:
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- 40k entities: 16.7ms (vsync-locked)
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- 100k entities: 16.7-19.2ms (~55-60fps)
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comparison to optimization 1:
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- texture blitting: 100k @ 33-37ms (~30fps)
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- rlgl batching: 100k @ 16.7-19ms (~55-60fps)
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- ~2x improvement
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total improvement from baseline:
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- baseline: 60fps @ ~5k entities
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- final: 60fps @ ~100k entities
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- ~20x improvement overall
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analysis: drawTexture() has per-call overhead (type conversions, batch state
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checks). rlgl submits vertices directly to GPU buffer. raylib's internal batch
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(8192 vertices = ~2048 quads) auto-flushes, so 100k entities = ~49 draw calls
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vs 100k drawTexture calls with their overhead.
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---
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hardware comparison: i5-6500T (integrated graphics)
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---------------------------------------------------
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system: Intel i5-6500T with Intel HD Graphics 530
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baseline version: 0.3.0 (quad batching optimized)
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benchmark.log results:
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- 30k entities: 16.7ms mostly, occasional spikes to 20-27ms
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- 40k entities: 16.7ms stable
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- 50k entities: 16.7ms mostly, breaks to 20ms occasionally
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- 60k entities: 47ms spike, settles ~20ms (breaks 60fps)
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- 100k entities: ~31ms frame
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- 200k entities: ~57ms frame (render=48.8ms, update=8.0ms)
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comparison to AMD Radeon (optimization 2 results):
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- AMD Radeon: 60fps stable @ ~100k entities
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- i5-6500T HD 530: 60fps stable @ ~50k entities
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- ~2x difference due to integrated vs discrete GPU
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notes: update loop scales well on both (update_ms < 10ms even at 200k).
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bottleneck is purely GPU-bound. integrated graphics has fewer shader
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units and less memory bandwidth, explaining the ~2x entity ceiling
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difference.
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---
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optimization 3: [pending]
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-------------------------
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technique:
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results:
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notes:
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