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[3.x] Improve responsiveness on underpowered Android devices #42220

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merged 4 commits into from
Aug 12, 2021

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RandomShaper
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@RandomShaper RandomShaper commented Sep 20, 2020

This PR adds a new project setting to switch to a different way of delivering input events which can greatly improve the responsiveness of games in devices that need to run multiple physics frames per idle frame (and, specially, where the input is handled in the physics frame so that the pace at which the input is taken isn't limited by the visual frame rate).

Before adding that and making it work, some preliminar steps have been taken, and are in separate commits.

Notes:

  • This has helped a lot with my game. On a device that can keep 60 FPS it was fine, but when running it on an older, mid-range phone that achieves between 20-30 FPS, the input felt very laggy and the game looked more difficult and unresponsive that it actually is. After this change (when the setting enabled), the performance is the same, but the game feels waaay more responsive.
  • If this is accepted, I'll port it to 4.0 (and probably also to iOS). I've needed to do 3.2 first since my game needed this and it wanted to have it ready as soon as possible.
  • UPDATE: I haven't measured analytically, but I can perceive that my game is now free from some minor few millisecond hiccups that were happening once in a while. I was attributing them to other causes, but with buffering active they seem to be gone. I believe that consuming the input events from Android as they come is smoothing things out.

Summary of commits:

UPDATE: Commit structure modified.
UPDATE: Input handling extracted from Android OS.

1. Improve input event accumulation

  • API has been simplified: all events now go through parse_input_event(). Whether they are accumulated or not depends on the use_accumulated_input flag.
  • Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
  • Touch drag events now support accumulation.

2. Add input buffering framework

Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).

3. Add project setting for agile input event flushing

If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.

4. Switch to input buffering on Android

Switch to input buffering on Android

Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (Runnable), which is good since the garbage collector needs to run less.

AndroidInputHandler is introduced to have a smaller cross-thread surface. main_loop_request_go_back() is removed in favor just inline calling notification() on the MainLoop at the most caller's convenience.

Lastly, get_mouse_position() and get_mouse_button_state() now just call through InputDefault to avoid the need of sync of mouse data tracked on the UI thread.

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Nice work! It seems like a good idea. I'll try to give it a test some time this week.

platform/android/java_godot_lib_jni.cpp Show resolved Hide resolved
core/os/input_event.cpp Show resolved Hide resolved
@RandomShaper RandomShaper force-pushed the agile_input_3.2 branch 2 times, most recently from 1f0513d to d9390d0 Compare September 21, 2020 10:40
@Calinou
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Calinou commented Sep 21, 2020

As for event accumulation, do we need it for input events other than InputEventMouseMotion and touch drag events? Most people can't press keys or gamepad buttons more than ~15 times in a second 🙂

(If we decide to change this, it should be done in a future PR.)

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The only other kind of event that may be accumulated is joystick axis movement, but I think that would introduce problems, like when you want to parse a stick sequence for a fighting game. Accumulation there wouldn't be as easy as keeping the most recent values. Therefore, I'd rather keep accumulation limited to pointer-like moves.

In addition, just in case I'll clarify that the only thing this PR does to accumulation is enabling it for touch. The point of this PR is getting more chances of having the most recent input when code checking it is about to run and that is orthogonal to accumulation.

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I haven't measured analytically, but I can perceive that my game is now free from some minor few millisecond hiccups that were happening once in a while. I was attributing them to other causes, but with buffering active they seem to be gone. I believe that consuming the input events from Android as they come is smoothing things out.

(I've added this as an additional note to the description of this PR.)

main/main.cpp Outdated Show resolved Hide resolved
@RandomShaper RandomShaper changed the title Improve input responsiveness on less powerful Android devices (3.2) Improve input responsiveness on underpowered Android devices (3.2) Sep 23, 2020
@RandomShaper RandomShaper changed the title Improve input responsiveness on underpowered Android devices (3.2) Improve responsiveness on underpowered Android devices (3.2) Sep 23, 2020
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I don't have a test case to specifically check the hiccups you describe but I've just tested on Android (low-end device - Archos 55 Helium) and didn't spot any issue with or without agile input events flushing enabled.

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RandomShaper commented Sep 23, 2020 via email

@RandomShaper RandomShaper force-pushed the agile_input_3.2 branch 2 times, most recently from f25b60c to 27c462a Compare October 1, 2020 16:42
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Seems good to me.

It would be nice however to be able to test the issue itself. Is there a way you could provide a minimal project?

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This will require a rebase, but I'd like to know if there's a chance it will be accepted before doing the work.

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reduz commented Oct 31, 2020

In think on the general idea its ok, but I don't see why you would want to turn off event accumulation for what comes from the OS, and also you need to leave input_event alone to work without accumulation so the users can throw their custom events, so I suggest just keep accumulate_event and use this instead from the OSs.

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This PR doesn't change how input accumulation works. The ability to enable/disable it was already there.

Therefore, at the OS "layer" you still don't know if it's enabled or not. OS feeds the events to the engine just as it did formerly, except that happens in a way that is also compatible with the input buffering this PR adds.

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Also note that this PR, being for 3.2, adds input buffering as an option to avoid changing behavior of current projects. For 4.0 it could be just the builtin behavior in every platform supporting it, to avoid unneeded complexity.

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@RandomShaper Can you clarify why the engine can now handles input directly from the UI thread?
For example there are several fields in os_android (e.g: hover_prev_pos) which after this change will be updated from the UI thread but read from the render thread.

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@m4gr3d, I'm failing to see what you're pointing out about hover_prev_pos.

Members of OS_Android like this are constructed on the UI thread, before the render thread is created and then, read/written on the render thread exclusively:

// Called on the UI thread
void OS_Android::process_hover(int p_type, Point2 p_pos) {
	// https://developer.android.com/reference/android/view/MotionEvent.html#ACTION_HOVER_ENTER
	switch (p_type) {
		case 7: // hover move
		case 9: // hover enter
		case 10: { // hover exit
			Ref<InputEventMouseMotion> ev;
			ev.instance();
			ev->set_position(p_pos);
			ev->set_global_position(p_pos);
			ev->set_relative(p_pos - hover_prev_pos);
			input->parse_input_event(ev);
			hover_prev_pos = p_pos;
		} break;
	}
}

Can you elaborate or point me to another case? Maybe there's some confusion because of the pending rebase?

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m4gr3d commented Nov 13, 2020

@RandomShaper There may be a miscommunication; you mention there are read/written on the render thread exclusively but in the example you gave, there is a comment above the method stating that it's called on the UI thread, suggesting the fields are being written on the UI thread and read from the render thread (sing the engine loop is being driven by the render thread).

As additional example, you update the step variable in java_godot_lib_jni.cpp to be atomic to avoid a similar issue:

static std::atomic<int> step; // Shared between UI and render threads

With the current approach in the PR, the same would need to be done for all the fields in OS_Android to make them safe for access. Let me know if I should clarify more.

main/main.cpp Show resolved Hide resolved
virtual bool is_joy_known(int p_device);
virtual String get_joy_guid(int p_device) const;
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Should these methods also be moved to the AndroidInputHandler class?

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@RandomShaper RandomShaper Aug 4, 2021

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My criteria for moving functions to AndroidInputHandler has been the following:

  • They were not overrides of OS's functions, since those are only guaranteed to be safe on the Android render thread (Godot main thread) and therefore don't need a special treatment.
  • They will be called only from the Android UI thread.
  • They only call thread-safe functions.

All the points have turned out to be met at the same time for all the functions of interest.

@RandomShaper RandomShaper force-pushed the agile_input_3.2 branch 3 times, most recently from 4a30802 to 6054a1e Compare August 4, 2021 19:44
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.

Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.

This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.

`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `notification()` on the `MainLoop` at the most caller's convenience.

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `InputDefault` to avoid the need of sync of mouse data tracked on the UI thread.
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Rebased and re-tested for no regressions (mouse & keyboard on Windows and touch on Android and iOS).

@@ -237,6 +244,7 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env, jcl
// Since Godot is initialized on the UI thread, _main_thread_id was set to that thread's id,
// but for Godot purposes, the main thread is the one running the game loop
Main::setup2(Thread::get_caller_id());
input_handler = new AndroidInputHandler();
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step is usually called on the render thread. For that reason and also for consistency, shouldn't input_handler be initialized in initialize which is invoked on the UI thread?

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Makes sense. However, I first tried to construct the input handler at Java_org_godotengine_godot_GodotLib_initialize(). However, it seems that's too soon for InputDefault to be created and is causing a flood of errors and the game is unable to start. Regarding the fact it's created on the render thread and used from the UI one, shouldn't be a problem, since the step variable issues memory barriers on increment and comparison. Not that I like that approach much, though, so if you can suggest a good place to move the construction of the input handler to, I'd listen to you.

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Good point. Looking at the previous logic, InputDefault was initialized for OS_Android in OS_Android::initialize(...) which itself is called in Main::setup2(...), so where you placed the init logic is actually correct.

The only alternative I can think of is to not store a reference to InputDefault in the class and always just use InputDefault::get_singleton() instead, but that seems overly bothersome..

I'll leave the decision to you, the current location is fine by me.

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Alright then. Let's leave it this way. We can always improve it later; this is likely to be revisited.

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The update looks good! I've added one more feedback, once that's resolved, this should be good to merge!

@akien-mga akien-mga merged commit ffc372b into godotengine:3.x Aug 12, 2021
@RandomShaper RandomShaper deleted the agile_input_3.2 branch August 12, 2021 21:33
akien-mga added a commit to akien-mga/godot that referenced this pull request Jul 7, 2022
Input accumulation was implemented and enabled by default in 3.1, and
I don't recall major complaints around it (or bugs were fixed).

In 3.4, godotengine#42220 added input buffering and apparently toggled input
accumulation off by mistake.

This led to multiple bug reports about degraded performance on Windows,
or simply unexpected behavior change (see linked issues in godotengine#55037).

Fixes godotengine#55037.
Riordan-DC pushed a commit to Riordan-DC/godot that referenced this pull request Jan 24, 2023
Input accumulation was implemented and enabled by default in 3.1, and
I don't recall major complaints around it (or bugs were fixed).

In 3.4, godotengine#42220 added input buffering and apparently toggled input
accumulation off by mistake.

This led to multiple bug reports about degraded performance on Windows,
or simply unexpected behavior change (see linked issues in godotengine#55037).

Fixes godotengine#55037.
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7 participants