Performance
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Because these steps are performed sequentially, a stall at any stage will delay the entire frame. To reach a steady 60fps, the entire process must complete within 16ms with no exceptions. | Because these steps are performed sequentially, a stall at any stage will delay the entire frame. To reach a steady 60fps, the entire process must complete within 16ms with no exceptions. | ||
+ | |||
+ | =Multithreading= | ||
+ | Trainz is heavily multithreaded. This is used in the following ways: | ||
+ | |||
+ | * Tasks which frequently wait for external resources (eg. the HDD or the GPU) are run on their own threads. This allows the CPU can move onto other tasks while the thread is waiting for the external resource to respond. | ||
+ | * Tasks which need to be performed per-frame and which are relatively expensive are run on their own threads where feasible. This allows a multi-core CPU to tackle multiple tasks simultaneously rather than sequentially, or (where sequential operation is required) to overlap tasks for one frame with tasks for the next frame. | ||
+ | * Tasks which do not need to be performed within a single frame are run on separate threads. This allows them to take more time than available to a single render frame, without delaying the render frame. | ||
+ | * When operating multiple game windows, the CPU tasks for each window are run on independent threads. | ||
+ | |||
+ | It is important to understand that [[TrainzScript]] threads are not native system threads. They all run on the "Game Main Thread". | ||
+ | |||
=Game Main Thread= | =Game Main Thread= | ||
+ | Each game window has a single "Game Main Thread". This is the master thread which coordinates and controls the game environment. Any systems which are not "thread safe" are run on this thread. The in-game user interface is run on this thread. If this thread is blocked, the game is effectively frozen (even though certain aspects of rendering may continue, and the native user interface may still be interactive). For this reason it is essential to avoid any long pauses on this thread. | ||
+ | |||
+ | If the game main thread becomes blocked briefly, rendering will pause and a frame hitch will be noticeable. Longer blockages may result in the renderer decoupling from the game thread temporarily, in which case the renderer and other threads may continue to operate but any operations controlled by the game main thread will remain unresponsive. | ||
+ | |||
==Per-frame Costs== | ==Per-frame Costs== | ||
Per-frame costs are those that are paid for every rendered frame in normal operation. This specifically refers to CPU costs, and includes: | Per-frame costs are those that are paid for every rendered frame in normal operation. This specifically refers to CPU costs, and includes: | ||
* Train Physics. | * Train Physics. | ||
* Playing of animations. | * Playing of animations. | ||
− | * Scene edits for visibility changes or | + | * Scene edits for visibility changes or [[Level of Detail]] changes. |
* Script overheads. | * Script overheads. | ||
Revision as of 14:02, 17 October 2017
This document discusses performance from a content creation perspective. It seeks to enumerate the major factors which reduce game frame rate and reference the major strategies in avoiding problems.
Contents |
Performance Concerns
There are a number of discrete metrics which should be considered when evaluating performance:
- The time taken to render each frame. This is inversely proportional to frame rate, and is a more useful metric.
- Timing variations between frames. Longer frames may cause visible hitches. Both longer and shorter frames can cause mis-predictions which are nearly as bad.
- Latency between basic user input (such as a camera movement) and the result appearing on-screen.
- Latency between complex user input (such as a database search, moving a spline, or placing a new locomotive) and the result being finalized.
- Loading time when entering a session, or when teleporting from place to place in a session.
The Low Level
In order to render a single frame, Trainz must perform the following steps in order:
1. Perform a single frame update for all frame-locked game threads. The important threads from a content creation perspective are the Game Main Thread and the PhysX Thread. Most other threads are not frame-locked, or are not likely to hurt frame performance.
2. Process GPU buffer uploads, culling, and sorting.
3. Render the shadow buffer (if enabled).
4. Render the reflection buffer (if enabled).
5. Render the main scene.
6. Vsync and display the result.
Several of these steps are overlapped between frames; for example once the game threads have completed one frame and passed the frame to the renderer, they may start on the next frame. This overlap reduces frame time but does not reduce simple input latency.
Because these steps are performed sequentially, a stall at any stage will delay the entire frame. To reach a steady 60fps, the entire process must complete within 16ms with no exceptions.
Multithreading
Trainz is heavily multithreaded. This is used in the following ways:
- Tasks which frequently wait for external resources (eg. the HDD or the GPU) are run on their own threads. This allows the CPU can move onto other tasks while the thread is waiting for the external resource to respond.
- Tasks which need to be performed per-frame and which are relatively expensive are run on their own threads where feasible. This allows a multi-core CPU to tackle multiple tasks simultaneously rather than sequentially, or (where sequential operation is required) to overlap tasks for one frame with tasks for the next frame.
- Tasks which do not need to be performed within a single frame are run on separate threads. This allows them to take more time than available to a single render frame, without delaying the render frame.
- When operating multiple game windows, the CPU tasks for each window are run on independent threads.
It is important to understand that TrainzScript threads are not native system threads. They all run on the "Game Main Thread".
Game Main Thread
Each game window has a single "Game Main Thread". This is the master thread which coordinates and controls the game environment. Any systems which are not "thread safe" are run on this thread. The in-game user interface is run on this thread. If this thread is blocked, the game is effectively frozen (even though certain aspects of rendering may continue, and the native user interface may still be interactive). For this reason it is essential to avoid any long pauses on this thread.
If the game main thread becomes blocked briefly, rendering will pause and a frame hitch will be noticeable. Longer blockages may result in the renderer decoupling from the game thread temporarily, in which case the renderer and other threads may continue to operate but any operations controlled by the game main thread will remain unresponsive.
Per-frame Costs
Per-frame costs are those that are paid for every rendered frame in normal operation. This specifically refers to CPU costs, and includes:
- Train Physics.
- Playing of animations.
- Scene edits for visibility changes or Level of Detail changes.
- Script overheads.
One-off Costs
One-off costs are those that are paid in response to a specific trigger. These might occur semi-frequently but do not occur every frame or on a fixed timer. This specifically refers to CPU costs, and includes:
- Updating signals.
- Render Origin updates.
- One-off script actions.
Loading
Loading occurs both on module startup and also while streaming. Related costs include:
- Object initialization during tile streaming.
- Loading texture data to the GPU.
- Loading meshes to the GPU.
PhysX Thread
The PhysX thread is responsible for simulating the PhysX scene, which is used for physical effect simulation with the exception of Train Physics. This thread is responsible for:
- Editing the PhysX scene as objects are streamed in and out.
- Testing for PhysX collisions. In Trainz, this mainly amounts to PFX-vs-scenery collision testing.
- Updating the PFX motion in general.
- Render Origin updates.
GPU
This includes both performance costs on the GPU itself, and driver overheads involved with loading commands and data to the GPU:
- Loading texture data to the GPU.
- Loading mesh data to the GPU.
- Submitting draw calls to the GPU.
- Vertex shading (and Geometry shading, etc.)
- Fragment shading.
Settings
TBD.
Profiling
TBD.
- Trainz Profiler
- Event Profiler
- Pause
- In-game performance stats
- Asset Preview