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8h 4m 2s logged

DEVLOG 29 - 1M Entities!

Hi Stardance!
 
Intro
Since the last day, I’ve been working alone and have run into several issues… Most of them have been resolved.
 
Some Tests
So I started running some tests to check the speed of my new rendering system, and with 100,000 entities drawn to the screen with a single draw call, I was getting 30 FPS. After parallelizing the code a bit and reducing the copies, the results are now better:
100,000 entities with single draw calls get 50-60 FPS.
100,000 entities with a single instanced draw call get 230-250 FPS.
1,000,000 entities with a single instanced draw call get 30 FPS.
 
What Need To Be Optimized
Actually, I could optimize even more and double these FPS, but the current problem is that I’m calculating the matrices on the CPU side, so I’m doing a lot of calculations that currently take up a good portion of the necessary CPU time, about 50%. The idea would be to move all the work to the GPU in the future with compute shaders, thus significantly reducing the CPU load. I’ll see if I can do this… Maybe in a while, when I add full support for compute shaders. (I have a Ryzen 5 5600 X and an RX 6600)
 
Rendering System Time:
Not counting the matrices, the rendering cycle along with the Render Graph takes about 2-2.5 ms, almost all of which is spent on the Render Graph. I have also fixed some problems with Swapchain Recreation when the window is minimized.
 
Problems With RenderDoc
Five of these eight hours have been pure frustration, as I don’t understand why, but the app crashes on RenderDoc. Normally, on my PC it starts and works, but on RenderDoc it crashes… I’ve tried every way to understand the problem, but unfortunately I haven’t been able to. I’ll also test on other PCs to better understand the problem. Unfortunately, I don’t have time on my side, so I’ve had to put the issue aside for now…

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