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Optimize Asset Gpu Data Transfer #987

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merged 1 commit into from
Dec 3, 2020
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@cart cart commented Dec 3, 2020

This gives a nice boost when most assets dont change, with a very minor regression when many assets are changing.

  • Asset render resource bindings are now directly shared between all entities that reference the asset
  • We now only update asset render resources when they have changed
  • Reduced hashing in a number of areas

Bevymark Results (10,000 static entities)

This got a nice boost because the entity textures don't change.

Before

Diagnostics:
---------------------------------------------------------------------------------------------
frame_time                                                       : 0.018833    (avg 0.018690)
fps                                                              : 57.069353   (avg 55.020985)

After

Diagnostics:
---------------------------------------------------------------------------------------------
frame_time                                                       : 0.013772    (avg 0.014135)
fps                                                              : 70.948812   (avg 71.042812)

Spawner Example Results (10,000 moving entities with individual changing textures)

This has regressed slightly due to the added change detection.

Before

Diagnostics:
---------------------------------------------------------------------------------------------
frame_time                                                       : 0.038409    (avg 0.037628)
fps                                                              : 24.700086   (avg 25.714331)

After

Diagnostics:
---------------------------------------------------------------------------------------------
frame_time                                                       : 0.039960    (avg 0.039978)
fps                                                              : 25.022038   (avg 25.050537)

@cart cart added A-Assets Load files from disk to use for things like images, models, and sounds C-Performance A change motivated by improving speed, memory usage or compile times A-Rendering Drawing game state to the screen labels Dec 3, 2020
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A-Assets Load files from disk to use for things like images, models, and sounds A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times
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