RenderLib

RenderLib

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Suspicious self time of culling function (lag?)

Krutoy242 opened this issue ยท 4 comments

commented

Describe the bug

/sparkc profiler command output strangely high self time for RenderLib functions:

This is strange, because i only have 38 mostly vanilla entities loaded:

Reproducibility

There is screenshot of scene where i run this profiler. About 10 FPS

This low FPS thing happen in worlds with many machines. When i fly out of base, FPS restoring. Im playing E2E-E modpack.

  • I am unable to reproduce this issue consistently.

Hardware

  • CPU: i5-7400 3GHz
  • RAM: 16GB
  • GPU: GTX 1050 Ti

Log File debug.log

commented

You can enable showFrameTimes in the RenderLib config to view the overhead of EntityCulling.

Since your GPU is not the fastest it might be better to disable openglBasedCulling in the EntityCulling config.
(I still appreciate if you could send me a screenshot with showFrameTimes and openglBasedCulling enabled.)

commented

Yeah, i test this world with and without EC, and found no noticeable performance changes.

commented

changing openglBasedCulling option wont affect FPS much (can't see difference with eyes, maybe need some FPS profiling)

This sounds like you just have low FPS in general without EntityCulling/RenderLib being involved. And the pictures show a very open scene thus there is probably not really a lot of performance to gain by installing EntityCulling.

Besides that EntityCulling 1.12.2-6.2.4 should improve the performance of opengl culling.

Because of this I will also close the issue now. If you think there still is an issue with EntityCulling then please test what exactly the problem is for you. For example fill out a table like this:

EntityCulling FPS
6.2.4 with opengl culling ?
6.2.4 without opengl culling ?
Vanilla ?
commented

There is screenshot with showFrameTimes, openglBasedCulling enabled.
image

Btw, changing openglBasedCulling option wont affect FPS much (can't see difference with eyes, maybe need some FPS profiling)