[MOD] Distant Terrain

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
User avatar
Hazelnut
Posts: 1148
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Distant Terrain

Post by Hazelnut » Mon Feb 04, 2019 9:58 pm

pango wrote:
Mon Feb 04, 2019 9:33 pm
PS From what I'm reading it is asynchronous though, so it shouldn't block the game during its whole execution. mmh.
Assuming it's anything like later Java GCs, a parallel collector still needs to block other threads during 2 phases of the overall process. Unfortunately while I'm a moderate expert on Java GCs (prior to java 8) I know nothing about C# GCs. :oops:

User avatar
pango
Posts: 882
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Distant Terrain

Post by pango » Tue Feb 05, 2019 3:42 am

Hazelnut wrote:
Mon Feb 04, 2019 9:58 pm
pango wrote:
Mon Feb 04, 2019 9:33 pm
PS From what I'm reading it is asynchronous though, so it shouldn't block the game during its whole execution. mmh.
Assuming it's anything like later Java GCs, a parallel collector still needs to block other threads during 2 phases of the overall process.[...]
Right, hence my careful choice of words... walking stacks is not something you want to do on live processes, for example.
Anyway, that means that the timings logged by UnloadUnusedAssets() may be a poor indicator of how much your program is impacted by assets gc.
Also, what happens if one calls gc in rapid fire like I did for this benchmark? That could very well be meaningless, even if the timings above look similar to what I've seen in normal game logs...
So, sorry for the noise :oops:
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
Nystul
Posts: 1294
Joined: Mon Mar 23, 2015 8:31 am

Re: [MOD] Distant Terrain

Post by Nystul » Tue Feb 05, 2019 7:12 am

these are interesting and valuable findings.
Regarding DT mod I am not sure if it is a good idea to remove the UnloadUnusedAssets() call. People were reporting in the past that they get crashes if it isn't called after walking around for some time

Narf the Mouse
Posts: 741
Joined: Mon Nov 30, 2015 6:32 pm

Re: [MOD] Distant Terrain

Post by Narf the Mouse » Tue Feb 05, 2019 7:15 am

Nystul wrote:
Tue Feb 05, 2019 7:12 am
these are interesting and valuable findings.
Regarding DT mod I am not sure if it is a good idea to remove the UnloadUnusedAssets() call. People were reporting in the past that they get crashes if it isn't called after walking around for some time
It sounds like you're calling it once per terrain gen? Maybe call it once every four? Or let people use a setting?
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

User avatar
Nystul
Posts: 1294
Joined: Mon Mar 23, 2015 8:31 am

Re: [MOD] Distant Terrain

Post by Nystul » Tue Feb 05, 2019 8:00 am

not sure how often core calls it but dt mod only calls it when player moves to new map pixel

does anyone know if this call must happen in the unity main thread? I fear so but if not we could try to do it in a separate thread

User avatar
Hazelnut
Posts: 1148
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Distant Terrain

Post by Hazelnut » Tue Feb 05, 2019 8:38 am

I'll take a look with the profiler and report back what it shows. (or my interpretation of what it shows at least)

Post Reply