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GeoPatch/GeoSphere refactoring #5979

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fluffyfreak
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How it started:

I wanted to reduce the wasted space and padding in the classes GeoSphere and GeoPatch...

How's it's going:

... I reduced the wasted space and padding in the classes GeoSphere and GeoPatch, and then I went a bit crazy with refactoring things and just trying stuff out!!! 🤣

What else is here?:

I'd better just list things.

  • fixes Terrain textures disappear #5806 by always render/updating the root GeoPatch
  • experimental switch to using multiple smaller clipping spheres in the horizon test
  • code deduplication in GeoPatch
  • distance sorting of GeoPatches during rendering using gather/sort/dispatch
    • for future optimisation work like occlusion culling or depth-first rendering
  • Terrain debug tab in PerfInfo, feedback and icon needed
  • renamed Frustum::TestPoint to Frustum::TestSphere because that's what it does
  • added slow zoom using L/R shift keys in Object Viewer
  • added Drawables::Label3D for showing GeoPatch Face ID
    • not yet toggleable but under define

Performance Improvement?

Absolutely no performance improvement that I can tell but then this was all done in areas that medium to high-end PCs just don't struggle with. I haven't tested it on the RPi5 very much and not at all since the profiling has been working again.

Hence WIP as all this need reviewing and only pieces might want cherry picking for a final thing.

fluffyfreak and others added 16 commits November 17, 2024 21:07
…order.

Absolutely no performance improvement at all! Possibly slightly worse.
- Created method IsPatchVisible to unify patch visibility testing
- Don't test patch depth zero against horizon culling
- Fixes issue 5806
Define 5-9 smaller spheres to use in horizon culling. Idea being that you can get tighter culling without a single large sphere visible over the horizon giving false positive visibility
Only used if DEBUG_PATCHES defined as 1
- Reimplement the Scenegraph::Label3D for Drawables
- Might convert Scenegraph::Label3D to wrap this!
I don't even know why this got added
@bszlrd
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bszlrd commented Nov 20, 2024

There should be a planet icon in the set already, but I can draw another one if needed/wanted

@sturnclaw
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I'm going to have to break out NSight and dig into some of this code to get an accurate read on the GPU performance implications - currently productively procrastinating by working on other areas of the render code so it will likely be a day or more before I start going through the code.

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Going to add comments here incrementally as I have time today.

src/GeoSphere.cpp Outdated Show resolved Hide resolved
src/GeoPatch.h Outdated Show resolved Hide resolved
@sturnclaw
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Ran it through NSight - thanks for making the distance sort a configurable option!

I'm seeing similar results to what you described; terrain rendering takes 0.5-0.6ms regardless of option, and we're strongly limited by register allocation and basic floating-point unit throughput (no surprise there). Assuming we have early-Z fragment discard working properly (no way to check as far as I can tell) doing a distance sort could allow ~5-10% of fragments to be skipped in the best case.

On a 2070 Super, that is a negligible difference in frame timing. On a laptop GPU or handheld device, that could be a few tenths of a millisecond (or more). I definitely think its an optimization worth keeping.

Completely spitballing here, but have you considered frustum-OBB culling for the horizon culling method instead? I'd expect you'd get a significantly more accurate cull (assuming maximum-feature-height per patch is correctly implemented) at the expense of more CPU time.

Frustum-OBB can potentially be decomposed to 5x AABB-Plane tests, which can be quite cheap (note: the link computes intersection, but could likely be amended to compute is-on-front). The main cost would be transforming each plane of the frustum to the orientation of the OBB (as well as the cost of storing the OBB).

- used wireframe planet icon for Terrain tab
- MSVC requires use of u8 before icon \u string names
- added comment explaining icon name values
- remove defunct Centroid accessor
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pioneer-profile-20241122_140455.zip
Makes an exciting amount of difference on the RPi5!
Mars start, medium city and planet, 720p. Equivalent of 31fps to 39fps

@fluffyfreak
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Completely spitballing here, but have you considered frustum-OBB culling for the horizon culling method instead? I'd expect you'd get a significantly more accurate cull (assuming maximum-feature-height per patch is correctly implemented) at the expense of more CPU time.

Honestly I never considered doing 90% of this PR 🤣 I just got distracted whilst doing the padding and size redunction!
It's a rare win for my ADHD!

So I'd not looked into more optimal culling designs yet. Also when I looked at the wireframe view it really didn't seem like there's a lot of easy wins left with round planets 🤷

Still might worth looking into something like Improved Frustum Culling eventually. However I don't want this PR to grow and grow.

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Honestly I never considered doing 90% of this PR 🤣 I just got distracted whilst doing the padding and size redunction!
It's a rare win for my ADHD!

Heh, I know the feeling. The distance-sort change is definitely a win and there are a few other nice improvements in the PR as well.

So I'd not looked into more optimal culling designs yet. Also when I looked at the wireframe view it really didn't seem like there's a lot of easy wins left with round planets 🤷

It's probably not necessary at this point. I don't imagine we'd see a significant performance improvement, and I suspect half of the culling problem is that the horizon culling is culling based on the nominal radius of the SystemBody rather than the minimum feature height of the visible horizon. That's a non-trivial thing to compute however, as it varies based on view direction.


I'll continue reviewing this as I have time - going to bounce around to a few other open PRs. The most recent commits you pushed look good, though if we adopt distance sort for terrain I'm not quite sure we need the terrain debug info tab?

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though if we adopt distance sort for terrain I'm not quite sure we need the terrain debug info tab?

I have other uses planned for it, like freezing updates, toggling new rendering stuff I want to try out, pulling out some stats about updates, and generation latency between request and receive, how many patches we have at each depth level, etc. Things that don't seem to fit elsewhere but I hope will teach me more about how the terrain performs so I can think about refactoring it.

@fluffyfreak fluffyfreak marked this pull request as ready for review November 23, 2024 18:47
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fluffyfreak commented Nov 26, 2024

I had a chance to run this on an old laptop with integrated graphics last night, it makes a big difference to the framerate on low-end hardware! I'd have to check again for get consistent framerate figures but it was ~20-25% improvement.

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Nice work! I'll give this a closer review soon.

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Terrain textures disappear
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