-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Merged by Bors] - bevy_render: Run calculate_bounds in the end-of-update exclusive systems #7127
Closed
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This is in order to have Aabbs available on the frame that entities are spawned.
superdump
added
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
labels
Jan 8, 2023
james7132
approved these changes
Jan 8, 2023
alice-i-cecile
approved these changes
Jan 8, 2023
alice-i-cecile
added
the
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
label
Jan 8, 2023
bors r+ |
bors bot
pushed a commit
that referenced
this pull request
Jan 9, 2023
…ems (#7127) # Objective - Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible - Avoids unnecessarily large system and VRAM allocations as a consequence ## Solution - I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
bors
bot
changed the title
bevy_render: Run calculate_bounds in the end-of-update exclusive systems
[Merged by Bors] - bevy_render: Run calculate_bounds in the end-of-update exclusive systems
Jan 9, 2023
james7132
pushed a commit
to james7132/bevy
that referenced
this pull request
Jan 21, 2023
…ems (bevyengine#7127) # Objective - Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible - Avoids unnecessarily large system and VRAM allocations as a consequence ## Solution - I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
alradish
pushed a commit
to alradish/bevy
that referenced
this pull request
Jan 22, 2023
…ems (bevyengine#7127) # Objective - Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible - Avoids unnecessarily large system and VRAM allocations as a consequence ## Solution - I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
…ems (bevyengine#7127) # Objective - Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible - Avoids unnecessarily large system and VRAM allocations as a consequence ## Solution - I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Objective
Aabb
s and so being marked visibleSolution
many_cubes
stress test in Xcode that theMeshUniform
binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't haveAabb
s becausecalculate_bounds
is being run inPostUpdate
and there are no system commands applications before executing the visibility check systems that need theAabb
s. The solution then is to run thecalculate_bounds
system just before the previous system commands are applied which is at the end of theUpdate
stage.