Re: Hitting 60 Hz in Unreal Engine 3 (was: bothering with C# for 3D)

Tony Albrecht <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
On 16 February 2010 05:28, Richard <[email protected]> wrote:

> The non-performant code wasn't written all at once, it was written
> incrementally.  Over time there should have been a visible downward
> trend in a CI performance graph.  You could even fail a build if
> metrics indicate non-performant code (i.e. you blew the budget).
>

The trick is to know when its the code that is getting slower due to
inefficient code or due to the amount of data its processing. Both variables
change over the lifetime of the development of the application (specifically
with games).


>
> Hmm... is it get the number of cache misses on a profiled run?  Then
> your performance budget could be specified directly in terms of the
> performance you get from the cache instead of inferring it from a time
> budget.
>

I think it is possible to measure cache misses in code, at least on PS3, but
all you really want is the time taken - that's all you really care about. I
don't care how many cache misses I'm getting as long as my code is running
fast enough - time is the ultimate metric.

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