Comments (5)
Reducing the number of chunk threads appears to help with AbstractStorageManager::loadCompressedChunk
.
LocalChunkProvider::processReadyChunk
(per-chunk) behaves somewhat unpredictably in terms of performance. At times, a single call can take up to 150ms. At other times, the runtime is negligible.
from terasology.
These methods appear to be consuming significant quantities of time (these are the highest execution times recorded). Results may be skewed by threading or other interruptions (such as GC collections).
Method | Max Duration (ms) |
---|---|
AbstractStorageManager::loadCompressedChunk |
595 |
LocalChunkProvider::processReadyChunk (for all chunks) |
379 |
rendering/CoreRendering:worldReflectionNode |
291 |
rendering/CoreRendering:opaqueObjectsNode (MeshRenderer ) |
165 |
LocalChunkProvider::loadChunkStore |
106 |
GameThread::processWaitingProcesses |
42 |
from terasology.
VoxelWorldSystem::onNewChunk
is also quite expensive to run, it would appear.
from terasology.
@BenjaminAmos Added the 10 longest per-call duration finds (with move than 1000 calls) of the trace to the issue description.
from terasology.
During today's playtest, we identified a few areas to look into in more detail:
ServerCharacterPredictionSystem
- claiming to have "Received too much input"CharacterSystem
- claiming that "Player xyz seems to have cheated: It stated that it performed an action from ... but the predicted position is ..."LocalChunkProvider
and friends - stalling until flushing something, claiming "Chunk processing took too long this tick"ChunkEventErrorLogger
- claiming "Multiple laods of chunk ..." in client logs
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Related Issues (20)
- Crash on F5
- Crash when trying to start the game HOT 4
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- Bug on trying to break a block HOT 5
- Crash when pressing CTRL HOT 4
- Bug on trying to apply AZERTY input settings HOT 3
- Bug on trying to change display settings to windowed fullscreen HOT 6
- Add setting for tone mapping HOT 4
- Chest name displaying incorrectly HOT 6
- Inventory management shortcut HOT 1
- [macOS Sonoma] Crash "No context is current or a function that is not available in the current context was called" HOT 6
- Revisit Sonar for Terasology
- Outdated Documentation and Broken Links HOT 2
- No UI error on headless server on player death
- Roadmap for refactor and improvement of player movement code HOT 1
- SocketException on Arch Linux with Java 21 HOT 2
- Workspace Setup Issues on Windows HOT 5
- Is the game legal or not?? We need an answer from the developers HOT 6
- RepositoryNotFoundException HOT 8
- Refactor usages of blacklist and whitelist HOT 5
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