
Suspicious self time of culling function (lag?)
Krutoy242 opened this issue ยท 4 comments
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
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.)
Yeah, i test this world with and without EC, and found no noticeable performance changes.
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 | ? |