bevy/crates
Rafał Harabień 16ce8c6136
Optimize extract_clusters and prepare_clusters systems (#10633)
# Objective

When developing my game I realized `extract_clusters` and
`prepare_clusters` systems are taking a lot of time despite me creating
very little lights. Reducing number of clusters from the default 4096 to
2048 or less greatly improved performance and stabilized FPS (~300 ->
1000+). I debugged it and found out that the main reason for this is
cloning `VisiblePointLights` in `extract_clusters` system. It contains
light entities grouped by clusters that they affect. The problem is that
we clone 4096 (assuming the default clusters configuration) vectors
every frame. If many of them happen to be non-empty it starts to be a
bottleneck because there is a lot of heap allocation. It wouldn't be a
problem if we reused those vectors in following frames but we don't.

## Solution

Avoid cloning multiple vectors and instead build a single vector
containing data for all clusters.

I've recorded a trace in `3d_scene` example with disabled v-sync before
and after the change.
Mean FPS went from 424 to 990. Mean time for `extract_clusters` system
was reduced from 210 us to 24 us and `prepare_clusters` from 189 us to
87 us.


![image](https://github.com/bevyengine/bevy/assets/160391/ab66aa9d-1fa7-4993-9827-8be76b530972)

---

## Changelog

- Improved performance of `extract_clusters` and `prepare_clusters`
systems for scenes where lights affect a big part of it.
2024-01-29 17:50:22 +00:00
..
bevy_a11y resolve all internal ambiguities (#10411) 2024-01-09 19:08:15 +00:00
bevy_animation Skip alloc when updating animation path cache (#11330) 2024-01-13 19:33:11 +00:00
bevy_app Expressively define plugins using functions (#11080) 2024-01-27 02:40:15 +00:00
bevy_asset Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_audio Optional override for global spatial scale (#10419) 2024-01-25 16:29:35 +00:00
bevy_core Derive Debug for Framecount (#11573) 2024-01-28 13:25:49 +00:00
bevy_core_pipeline Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) 2024-01-26 18:14:21 +00:00
bevy_derive Reexport winit::platform::android::activity::* in bevy_winit (#11011) 2023-12-19 20:15:03 +00:00
bevy_diagnostic Replace DiagnosticId by DiagnosticPath (#9266) 2024-01-20 15:42:51 +00:00
bevy_dylib
bevy_dynamic_plugin Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_ecs Add a doctest example for EntityMapper (#11583) 2024-01-29 16:56:44 +00:00
bevy_ecs_compile_fail_tests Dynamic queries and builder API (#9774) 2024-01-16 19:16:49 +00:00
bevy_encase_derive
bevy_gilrs Remove unnecessary path prefixes (#10749) 2023-11-28 23:43:40 +00:00
bevy_gizmos Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_gltf Use glam for computing gLTF node transform (#11361) 2024-01-16 14:33:19 +00:00
bevy_hierarchy Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) 2024-01-28 19:51:46 +00:00
bevy_input Fix cyclic dep (#11523) 2024-01-25 17:44:32 +00:00
bevy_internal Add Accessibility plugin to default plugins docs (#11512) 2024-01-28 10:04:43 +00:00
bevy_log move once from bevy_log to bevy_utils, to allow for it's use in bevy_ecs (#11419) 2024-01-19 06:07:41 +00:00
bevy_macro_utils Bump toml_edit in build-template-pages tool (#11342) 2024-01-16 05:23:18 +00:00
bevy_macros_compile_fail_tests
bevy_math Add Meshable trait and implement meshing for 2D primitives (#11431) 2024-01-29 16:47:47 +00:00
bevy_mikktspace Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_pbr Optimize extract_clusters and prepare_clusters systems (#10633) 2024-01-29 17:50:22 +00:00
bevy_ptr Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_reflect Enable the unsafe_op_in_unsafe_fn lint (#11591) 2024-01-28 23:18:11 +00:00
bevy_reflect_compile_fail_tests bevy_reflect: Type parameter bounds (#9046) 2024-01-28 16:24:03 +00:00
bevy_render Add Meshable trait and implement meshing for 2D primitives (#11431) 2024-01-29 16:47:47 +00:00
bevy_scene Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) 2024-01-28 19:51:46 +00:00
bevy_sprite Allow TextureAtlasBuilder in AssetLoader (#11548) 2024-01-27 16:16:44 +00:00
bevy_tasks Fix wrong transmuted type in TaskPool::scope_with_executor_inner (#11455) 2024-01-21 18:08:45 +00:00
bevy_text Texture Atlas rework (#5103) 2024-01-16 13:59:08 +00:00
bevy_time Add paused run condition (#11313) 2024-01-12 22:18:57 +00:00
bevy_transform refactor: Simplify lifetimes for Commands and related types (#11445) 2024-01-22 15:35:42 +00:00
bevy_ui Avoid unconditionally unwrapping the Result - UI Stack System (#11575) 2024-01-29 02:38:41 +00:00
bevy_utils move once from bevy_log to bevy_utils, to allow for it's use in bevy_ecs (#11419) 2024-01-19 06:07:41 +00:00
bevy_window Cleanup bevy winit (#11489) 2024-01-28 21:09:23 +00:00
bevy_winit Cleanup bevy winit (#11489) 2024-01-28 21:09:23 +00:00