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I know this is very similar to #1410, but that one was project specific and the solution didn't work for me. I'm trying to make a Minecraft like voxel engine and just finished basic terrain generation. The problem is with as little as 64x64x16 blocks the performance is terrible. I'm generating my own meshes (it's probably cheaper than Cube shape) and do occlusion culling (removing hidden faces). Even when compiling with Is there anything I can do to improve the performance? |
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Replies: 3 comments 6 replies
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Have you tried profiling it using https://github.com/wolfpld/tracy? That may help finding the bottleneck. I first thought that PCIe bandwidth could be the issue, but a quick calculation1 shows that only ~750MB/s is used at 10fps assuming re-upload of everything on every frame. I believe Bevy doesn't re-upload if meshes aren't changed, so the PCIe bandwidth should be even lower. Footnotes
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Important note: When I'm looking away from the mesh I easily get 60 fps, so it's a matter of rendering. |
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I didn't manage to get |
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I didn't manage to get
trace_tracy
working due toThe client you are trying to connect to uses incompatible protocol version.
, but usingtrace_chrome
I got this.Also using cargo's
flamegraph
I managed to get this: