[sldev] Second profiling run.

Erik Anderson odysseus654 at gmail.com
Sun May 20 01:41:06 PDT 2007


This is most likely largely unrelated to this thread, but I'm noticing that
on my wife's laptop the login screen is not very responsive and it takes
about half a second for anything I type in to show up in the login/password
fields.  It makes more sense here if it is spending all idle time refreshing
the screen, and the laptop's video card (obviously) doesn't qualify for
SecondLife, but there are situations where the system performs more slowly
than expected during login.

On 5/18/07, Sithlard Sith <sithlard at yahoo.com> wrote:
>
> >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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