[sldev] Second profiling run.
Sithlard Sith
sithlard at yahoo.com
Fri May 18 21:48:22 PDT 2007
>I did another profiling run, this time I attempted to log in to the
server with an even more heavily modified version, this time restoring
floats and doubles to the code... datatypes which are standard across
many languages and are of standardized formats on many platforms, and
after completing the removal of BOOL.
Somehow I don't think that this will provide accurate profiling results on the main viewer.
>With full profiling engaged, my 1.2ghz processors were not enough to
sync up with the servers, it just stalled for 20 minutes BUT DID NOT CRASH.
Then... you never actually saw anything running in world with the
profiler on. Instead, you were staring at the text "logging in", while
your client was stalled waiting on a reply from the server and doing
nothing. One would presume this would skew your results towards the
login screen.
There's a loop called the idle loop, which runs as fast as possible. It
will attempt to consume every CPU cycle possible, after accomplishing
all other tasks. During the login process, it's just waiting for a
response, and has loads of idle time. If you read the code, or had any
idea how to do profiling, you might
notice that the text is being rendered per frame, every frame, and,
guess what? Calling the font renderer, as fast as possible, tends to
cause it to eat a bunch of CPU time.
>Inside the secondlife binary, 41% of the cycles fell in the call tree
under LLFontGL::render...
Because it is SUPPOSED TO, drawing frames as fast as possible. Try removing the idle loop. I bet that'll free up some CPU time.
>Conclusion: the font engine needs an overhaul.
Your profiling conclusions are not only wrong, but dangerously wrong.
Not only that, but you are insisting on your incorrect conclusion
loudly on a development list without understanding what you are
claiming, misleading fellow developers. Try asking before concluding.
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