Reduce the engine's per-frame floor #34
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icub3d/terra-redux-org#34
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Deferred deliberately by ADR 0006.
#31 attributed the mission view's 19.91 ms frame on a Pixel Tablet:
With nothing drawn, no MSAA and no tonemapping, a frame still costs 14.10 ms — 85% of a
60 fps budget, spent before the game draws anything. Of that, 5.94 ms is the main
schedule and 8.16 ms is spent waiting on the render thread, the GPU, and present.
This is what the engine costs to produce a frame on this device. It is the only thing
standing between the game and a 60 fps target, and ADR 0006 chose 30 fps rather than
fight it.
Why this is not scheduled
It is open-ended work against someone else's code, with no guarantee of a win. One
hypothesis has already been tested and failed: disabling unused plugins.
bevy_pbrpanics without
GltfPlugin, which cannot be disabled independently in Bevy 0.19, andaudio and gilrs are worth fractions of a millisecond.
Going further needs a profiler rather than A/B builds —
bevy/tracewith a trace viewer,against the render schedule and the present path. That is a different kind of job from
anything M1 needs.
Worth doing when
under it, or
or
place to find room.
Re-measure first either way:
android/build.sh --install --features perfreproduces thewhole table, and a number from an older Bevy is not evidence about the current one.
Done when
Either the floor is reduced enough to change the frame-rate target — in which case
ADR 0006 is superseded — or it is understood well enough to say it cannot be, in which
case that is recorded and this closes.