Attribute the fixed per-frame render cost #31
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icub3d/terra-redux-org#31
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The thing ADR 0005 says
to measure next.
#29 established what the mission view's frame is not spent on. On a Pixel Tablet at
2560x1600, free-running:
That leaves roughly 15 ms per frame that responds to neither pixel count nor shading
cost, on a scene of 96 terrain columns, four units, and one light, with nothing
animating and the camera still.
An almost empty scene costing 15 ms that is insensitive to everything the GPU does more
of is the shape of a CPU bound, not a GPU one. Until it is attributed, no rendering
decision can be justified on performance grounds — which is exactly the mistake ADR 0004
made.
Where to look
waiting on the CPU is the single most informative bit available.
one, and 8 cores at tablet clocks change what "cheap per entity" means.
GPU clustering isn't supported on this device; falling back to CPU clusteringon Mali. Whatever that costs, it is paid everyframe regardless of resolution — which fits the shape of what we are looking for.
rather than assuming.
swapchain would look exactly like this, and would be nobody's shader.
Tools
src/world/perf.rsbehind theperffeature already sweeps and reports; extend itrather than starting over.
android/build.sh --install --features perfbuilds it withvsync off.
Measure free-running milliseconds, not vsync-locked fps — ADR 0005 § Consequences on why
two configurations 2.7 ms apart both read as "37 fps".
Done when
The ~15 ms is attributed to named costs with numbers against them, and it is known
whether 60 fps is reachable at all — so the frame-rate target stops being an assumption.