130 lines
6.9 KiB
Markdown
130 lines
6.9 KiB
Markdown
# Profiling and measurements
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Use a Release export to measure the shipping Player. Record the exact scene, hardware,
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driver, build configuration and resolution with the result. Small test scenes do not
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establish performance for a large game.
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## Capture a bounded Player profile
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From a standalone generation directory:
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```sh
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./faset_player --headless --frames 240 --profile profile.json
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```
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`--headless` here means **offscreen Vulkan rendering**. A GPU/driver is still required.
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The Editor's headless authoring mode is a separate feature. Omit this flag to measure
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the windowed path. `--profile` requires an explicit `--frames` between 1 and 100000,
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which bounds the stored samples.
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The JSON contains raw completed-frame samples and nearest-rank p50/p95 summaries.
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No warm-up frames are silently removed. It records the presentation mode, device,
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resolution, validation activation, fixed ticks and timestep. A bounded run advances
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one synthetic fixed timestep per frame; it does not reproduce a real-time input
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session. Keep that distinction when comparing runs.
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Startup starts at the Player application entry after platform argument normalization
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and ends at the first completed frame. OS process loading and Windows `wmain` UTF-8
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argument conversion are excluded. Frame wall times exclude writing the final profile and
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capture files. Simulation and scene-snapshot times are separate from the renderer
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call. Renderer CPU wall duration includes GPU waits and readback; it is **not CPU
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utilization**. GPU timestamps measure the submitted graphics work and can be null
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when timestamps are unsupported.
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Resource counters report live renderer allocations and texture count. GPU allocation
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bytes include Vulkan allocation alignment and exclude driver-internal memory; they
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are not a whole-process VRAM meter. The fallback white texture is included.
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Use `--debug-physics` or press **F3** to show current physics box colliders. Debug
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geometry increases draw count, so record whether it was enabled. The collider view
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uses simulation poses; normal visuals can use interpolated poses.
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## Measure Editor and C++ workflows
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From the engine repository:
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```sh
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python3 tools/measure_workflows.py \
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--editor build/linux-debug/faset_editor \
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--project examples/projects/collect-3d \
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--output .cache/my-workflow-measurement
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```
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Use a new output directory. The tool copies the project, preserving your original,
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and records command startup, two-frame GUI startup/shutdown, first/cached Blender
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bundle import, initial/no-change/changed Debug builds and a subsequent Player frame.
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It checks that editing gameplay makes the schema stale and successful building
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clears that state. The initial build uses available dependency archives and OS
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caches; it is not a measurement of internet download speed.
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On Linux, GNU `time` records peak RSS for each command and its waited-for children.
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This is a maximum, not the sum of simultaneous compiler processes. Other platforms
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report this field as null unless equivalent measurement support is added. The tool
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keeps raw stdout/stderr, durations, hardware and revision information alongside its
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report. A dirty source checkout is explicitly identified.
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`tools/verify_playable_exports.py` separately verifies the two sample games in
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relocated Release packages and records their Player profiles. Its assertions test
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correct execution, not a frame-time threshold.
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## Compare P2 GPU visibility modes
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The Editor diagnostics panel (**F12**) can switch its current viewport between
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**Direct**, **GPU frustum**, and **GPU occlusion**. Direct is the default reference.
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The selector is an Editor viewport setting; it does not change the saved scene or
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automatically change an exported Player. An exported Player can select a mode for a
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bounded run:
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```sh
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./faset_player --headless --frames 240 --profile gpu-frustum.json --visibility gpu-frustum
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```
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Accepted values are `direct`, `gpu-frustum`, and `gpu-occlusion`; Direct is the
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default. The profile records the requested `visibility_mode` and each frame's
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`gpu_visibility_active` state. Check that state when interpreting a GPU run: a
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requested mode can fall back if the required device profile is unavailable. The
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Editor reports the same distinction as **Path: active**. See
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[Diagnostics](diagnostics.md) for the counters and HZB preview.
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For a repeatable offscreen comparison, build and run the P2 benchmark harness:
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```sh
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build/linux-debug/faset_render_gpu_acceptance_tests --benchmark /tmp/faset-p2.csv
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```
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It records 10 warm-up and 30 measured frames for Direct, GPU frustum and GPU
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occlusion in fixed frustum-heavy, open and occluded scenes. Run it three times and
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compare median/p95 by scene and mode. Keep the raw CSV, hardware/driver, resolution,
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shader bundle, validation state and source revision with any published result. The
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[P2 acceptance protocol](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/19-p2-gpu-visibility-acceptance.md)
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documents the scenes and CSV columns. The
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[first measured report](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/20-p2-gpu-visibility-benchmark-2026-09-23.md)
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is a **pre-optimization baseline**: its Debug/validation profile found GPU MainCull
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substantially more expensive than direct GPU work. The
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[optimized follow-up](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/21-p2-gpu-visibility-optimization-2026-09-23.md)
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retains three additional raw runs and isolates the effects of device-local output
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buffers and bounded atomic append. MainCull p50 fell to 0.030–0.042 ms in those
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synthetic scenes. That comparison is useful for diagnosis, not a guarantee that
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GPU visibility speeds up a particular game or device.
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The harness enables GPU visibility counters, so diagnostic readback is part of its
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timings. In the Editor, opening diagnostics likewise enables these counters, and
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**Show HZB** adds an on-demand image copy and preview upload. Close the panel and
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disable the HZB preview for ordinary gameplay timing. GPU pass timestamps separate
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MainCull, MainRaster, HZB, PostCull and PostRaster when supported; they are not a
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measure of CPU extraction/upload. The renderer still waits for frame completion
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and reads back the full image, so `cpu_ms` is wall time including waits, not CPU
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utilization. An open scene can run slower with HZB; visibility correctness and
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full-frame speed are separate findings.
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## Current performance scope
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The accepted MVP path uses direct draws and CPU culling; P2 adds optional GPU
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visibility for opaque static meshes, with prepared LODs supplied by the project.
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Both paths currently use one graphics queue and synchronous full-image
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capture/readback. Use measurements to find the next bottleneck before introducing
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parallel jobs or expanding GPU-driven rendering. Neither an offscreen capture
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benchmark nor a tiny demo is a promise of a production frame budget. Observed
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measurements and follow-up targets belong in the implementation acceptance report
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with their source revision and method.
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