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- .. _doc_cpu_optimization:
- CPU optimization
- ================
- Measuring performance
- ---------------------
- We have to know where the "bottlenecks" are to know how to speed up our program.
- Bottlenecks are the slowest parts of the program that limit the rate that
- everything can progress. Focusing on bottlenecks allows us to concentrate our
- efforts on optimizing the areas which will give us the greatest speed
- improvement, instead of spending a lot of time optimizing functions that will
- lead to small performance improvements.
- For the CPU, the easiest way to identify bottlenecks is to use a profiler.
- CPU profilers
- -------------
- Profilers run alongside your program and take timing measurements to work out
- what proportion of time is spent in each function.
- The Godot IDE conveniently has a built-in profiler. It does not run every time
- you start your project: it must be manually started and stopped. This is
- because, like most profilers, recording these timing measurements can
- slow down your project significantly.
- After profiling, you can look back at the results for a frame.
- .. figure:: img/godot_profiler.png
- :align: center
- :alt: Screenshot of the Godot profiler
- Results of a profile of one of the demo projects.
- .. note:: We can see the cost of built-in processes such as physics and audio,
- as well as seeing the cost of our own scripting functions at the
- bottom.
- Time spent waiting for various built-in servers may not be counted in
- the profilers. This is a known bug.
- When a project is running slowly, you will often see an obvious function or
- process taking a lot more time than others. This is your primary bottleneck, and
- you can usually increase speed by optimizing this area.
- For more info about using Godot's built-in profiler, see
- :ref:`doc_debugger_panel`.
- External profilers
- ------------------
- Although the Godot IDE profiler is very convenient and useful, sometimes you
- need more power, and the ability to profile the Godot engine source code itself.
- You can :ref:`use a number of third-party C++ profilers <doc_using_cpp_profilers>`
- to do this.
- .. figure:: img/valgrind.png
- :alt: Screenshot of Callgrind
- Example results from Callgrind, which is part of Valgrind.
- From the left, Callgrind is listing the percentage of time within a function and
- its children (Inclusive), the percentage of time spent within the function
- itself, excluding child functions (Self), the number of times the function is
- called, the function name, and the file or module.
- In this example, we can see nearly all time is spent under the
- ``Main::iteration()`` function. This is the master function in the Godot source
- code that is called repeatedly. It causes frames to be drawn, physics ticks to
- be simulated, and nodes and scripts to be updated. A large proportion of the
- time is spent in the functions to render a canvas (66%), because this example
- uses a 2D benchmark. Below this, we see that almost 50% of the time is spent
- outside Godot code in ``libglapi`` and ``i965_dri`` (the graphics driver).
- This tells us the a large proportion of CPU time is being spent in the
- graphics driver.
- This is actually an excellent example because, in an ideal world, only a very
- small proportion of time would be spent in the graphics driver. This is an
- indication that there is a problem with too much communication and work being
- done in the graphics API. This specific profiling led to the development of 2D
- batching, which greatly speeds up 2D rendering by reducing bottlenecks in this
- area.
- Manually timing functions
- -------------------------
- Another handy technique, especially once you have identified the bottleneck
- using a profiler, is to manually time the function or area under test.
- The specifics vary depending on the language, but in GDScript, you would do
- the following:
- ::
- var time_start = Time.get_ticks_usec()
- # Your function you want to time
- update_enemies()
- var time_end = Time.get_ticks_usec()
- print("update_enemies() took %d microseconds" % time_end - time_start)
- When manually timing functions, it is usually a good idea to run the function
- many times (1,000 or more times), instead of just once (unless it is a very slow
- function). The reason for doing this is that timers often have limited accuracy.
- Moreover, CPUs will schedule processes in a haphazard manner. Therefore, an
- average over a series of runs is more accurate than a single measurement.
- As you attempt to optimize functions, be sure to either repeatedly profile or
- time them as you go. This will give you crucial feedback as to whether the
- optimization is working (or not).
- Caches
- ------
- CPU caches are something else to be particularly aware of, especially when
- comparing timing results of two different versions of a function. The results
- can be highly dependent on whether the data is in the CPU cache or not. CPUs
- don't load data directly from the system RAM, even though it's huge in
- comparison to the CPU cache (several gigabytes instead of a few megabytes). This
- is because system RAM is very slow to access. Instead, CPUs load data from a
- smaller, faster bank of memory called cache. Loading data from cache is very
- fast, but every time you try and load a memory address that is not stored in
- cache, the cache must make a trip to main memory and slowly load in some data.
- This delay can result in the CPU sitting around idle for a long time, and is
- referred to as a "cache miss".
- This means that the first time you run a function, it may run slowly because the
- data is not in the CPU cache. The second and later times, it may run much faster
- because the data is in the cache. Due to this, always use averages when timing,
- and be aware of the effects of cache.
- Understanding caching is also crucial to CPU optimization. If you have an
- algorithm (routine) that loads small bits of data from randomly spread out areas
- of main memory, this can result in a lot of cache misses, a lot of the time, the
- CPU will be waiting around for data instead of doing any work. Instead, if you
- can make your data accesses localised, or even better, access memory in a linear
- fashion (like a continuous list), then the cache will work optimally and the CPU
- will be able to work as fast as possible.
- Godot usually takes care of such low-level details for you. For example, the
- Server APIs make sure data is optimized for caching already for things like
- rendering and physics. Still, you should be especially aware of caching when
- writing GDExtensions.
- Languages
- ---------
- Godot supports a number of different languages, and it is worth bearing in mind
- that there are trade-offs involved. Some languages are designed for ease of use
- at the cost of speed, and others are faster but more difficult to work with.
- Built-in engine functions run at the same speed regardless of the scripting
- language you choose. If your project is making a lot of calculations in its own
- code, consider moving those calculations to a faster language.
- GDScript
- ^^^^^^^^
- :ref:`GDScript <toc-learn-scripting-gdscript>` is designed to be easy to use and iterate,
- and is ideal for making many types of games. However, in this language, ease of
- use is considered more important than performance. If you need to make heavy
- calculations, consider moving some of your project to one of the other
- languages.
- C#
- ^^
- :ref:`C# <toc-learn-scripting-C#>` is popular and has first-class support in Godot. It
- offers a good compromise between speed and ease of use. Beware of possible
- garbage collection pauses and leaks that can occur during gameplay, though. A
- common approach to workaround issues with garbage collection is to use *object
- pooling*, which is outside the scope of this guide.
- Other languages
- ^^^^^^^^^^^^^^^
- Third parties provide support for several other languages, including `Rust
- <https://github.com/godot-rust/gdext>`_.
- C++
- ^^^
- Godot is written in C++. Using C++ will usually result in the fastest code.
- However, on a practical level, it is the most difficult to deploy to end users'
- machines on different platforms. Options for using C++ include
- GDExtensions and
- :ref:`custom modules <doc_custom_modules_in_cpp>`.
- Threads
- -------
- Consider using threads when making a lot of calculations that can run in
- parallel to each other. Modern CPUs have multiple cores, each one capable of
- doing a limited amount of work. By spreading work over multiple threads, you can
- move further towards peak CPU efficiency.
- The disadvantage of threads is that you have to be incredibly careful. As each
- CPU core operates independently, they can end up trying to access the same
- memory at the same time. One thread can be reading to a variable while another
- is writing: this is called a *race condition*. Before you use threads, make sure
- you understand the dangers and how to try and prevent these race conditions.
- Threads can make debugging considerably more difficult.
- For more information on threads, see :ref:`doc_using_multiple_threads`.
- SceneTree
- ---------
- Although Nodes are an incredibly powerful and versatile concept, be aware that
- every node has a cost. Built-in functions such as ``_process()`` and
- ``_physics_process()`` propagate through the tree. This housekeeping can reduce
- performance when you have a very large numbers of nodes (how many exactly
- depends on the target platform and can range from thousands to tens of
- thousands so ensure that you profile performance on all target platforms
- during development).
- Each node is handled individually in the Godot renderer. Therefore, a smaller
- number of nodes with more in each can lead to better performance.
- One quirk of the :ref:`SceneTree <class_SceneTree>` is that you can sometimes
- get much better performance by removing nodes from the SceneTree, rather than by
- pausing or hiding them. You don't have to delete a detached node. You can for
- example, keep a reference to a node, detach it from the scene tree using
- :ref:`Node.remove_child(node) <class_Node_method_remove_child>`, then reattach
- it later using :ref:`Node.add_child(node) <class_Node_method_add_child>`.
- This can be very useful for adding and removing areas from a game, for example.
- You can avoid the SceneTree altogether by using Server APIs. For more
- information, see :ref:`doc_using_servers`.
- Physics
- -------
- In some situations, physics can end up becoming a bottleneck. This is
- particularly the case with complex worlds and large numbers of physics objects.
- Here are some techniques to speed up physics:
- - Try using simplified versions of your rendered geometry for collision shapes.
- Often, this won't be noticeable for end users, but can greatly increase
- performance.
- - Try removing objects from physics when they are out of view / outside the
- current area, or reusing physics objects (maybe you allow 8 monsters per area,
- for example, and reuse these).
- Another crucial aspect to physics is the physics tick rate. In some games, you
- can greatly reduce the tick rate, and instead of for example, updating physics
- 60 times per second, you may update them only 30 or even 20 times per second.
- This can greatly reduce the CPU load.
- The downside of changing physics tick rate is you can get jerky movement or
- jitter when the physics update rate does not match the frames per second
- rendered. Also, decreasing the physics tick rate will increase input lag.
- It's recommended to stick to the default physics tick rate (60 Hz) in most games
- that feature real-time player movement.
- The solution to jitter is to use *fixed timestep interpolation*, which involves
- smoothing the rendered positions and rotations over multiple frames to match the
- physics. You can either implement this yourself or use a
- `third-party addon <https://github.com/lawnjelly/smoothing-addon>`__.
- Performance-wise, interpolation is a very cheap operation compared to running a
- physics tick. It's orders of magnitude faster, so this can be a significant
- performance win while also reducing jitter.
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