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  C++/Java Engine without GC in graphics  (Read 12312 times)
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Offline abcdef
« Reply #30 - Posted 2019-11-21 02:51:27 »

Looks like Valhalla is pretty active commit wise in the jdk
Offline h.pernpeintner

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« Reply #31 - Posted 2019-11-21 11:53:34 »

Try to make that in Java I can promise you wont be able to run 3000 at 60 FPS.

You are to easy on primises I fear Smiley

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

This runs on my notebook with a GTX 1060 (iirc on battery, which makes a difference, at least on my machine) in my at that time pretty ....hacky ... own engine, implemented in Java/Kotlin. It was mostly limited by the gpu in this case, because I am pretty generous with resources when I want to quickly get a result. Nonetheless, this things is not instanced, it has unique materials and unique animations per mesh - just that the mesh is all the same in this case.
Offline princec

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« Reply #32 - Posted 2019-11-21 13:10:03 »

You are to easy on primises I fear Smiley
We know that, but I also fear that @bullen has fallen for the Dark Side, and forever will it dominate their destiny Wink

Cas Smiley

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Offline bullen

Senior Devvie

Medals: 16
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« Reply #33 - Posted 2019-11-21 14:46:40 »

Quote from: h.pernpeintner
You are to easy on promises I fear Smiley

Thanks for keeping my promise (2500 < 3000)! Wink

That said neat stuff, is it open-source?

The video description says: "2500 separately animated hellknights in Java with GPU skinning, instanced and indirect rendering".

I would have liked to feel analogue input (mouse) on the rendering because it seems the latency is high on this (watching the mouse pointer when you rotate the camera), low latency is more important than high bandwidth!

It's so easy to get high FPS if you delay frames like RdR 2 or TloU (specially the 60 FPS version that uses fibers and pushes the frames back by 2-3!).

How many FPS are you getting in your engine when this video was recorded, also are you culling?

Here is a new test where I try to limit the CPU and still render 500 animated characters, the FPS drops to 30 when I start the animated .gif recorder because of reasons!? I sleep 15 ms per frame and the rendering takes ~6 ms.

Counting cycles on windows/intel is voodoo magic, sometime it includes the cycles counted during Sleep?!

Click to Play

Included mouse shake and animation swapping for realism! Wink

But my engine needs to be felt, the latency is the lowest I have ever played!

C(++) is not fun, but the performance (and portability) makes it worth it.

That said I will still use Java on the backend, so I'm not completely corrupted by power yet.

Edit: did another recording with mouse pointer enabled:

Click to Play

The leftmost core is the .gif recorder and the engine runs on the rightmost core.

Offline h.pernpeintner

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Medals: 107

« Reply #34 - Posted 2019-11-21 20:02:12 »

Haha, you're right, I'm going to invest some time and look what the current state of my engine is capable of Smiley

Yes, it's open source, but I'm a bit ashamed of it because I mostly hack this beast in my spare time while sitting in the bus and the lots of hacky things in there and probably hard to read for anyone else than me. Maybe I can just write about how I did things? Would be happy to talk about some optimizations, especially regarding things where you have experience optimizing it in C++.

Regarding instancing: I'm doing regular instancing and I was generous regarding the instanced data. I have nearly everything I use as object properties as instanced properties. For example transformations, materials, animations (currently only 4 possibly active ones per object), bounding boxes. So I can go with two draw calls for main rendering. With indirect rendering, instancing or not instancing is practically the same for me, although performance would differ when you have a lot of different meshes I guess because of bandwidth. The gpu is limiting me here always.

Regarding latency: I have a triple buffer renderstate construct. The rendering/gpu stuff runs on its own thread with a Kotlin coroutine dispatcher and always goas max or is limited by vsync. Then I have an update thread that's also a coroutine dispatcher. Beginning the update frame, I have a stage where one can schedule single thread execution. That means I don't have to synchronize datastructures, but can use scheduling for synchronizing things easily. After this, all systems updates are executed ... on a coroutine context with max core count, in general maxing out the cpu or limited by the gpu. After that, the triple buffer extraction is done, single threaded. Since I wrote my own struct library, the extraction window is pretty small here because it's close to a memcopy and until now never limited me Smiley This is probably one of the things that C++ can do better, because my struct library reduces extraction time but introduces a little bit of runtime overhead in general during update.

Regarding latency, I would need to take a look at where I update my inputs, but I think it's just in the update look that runs as fast as possible, sometimes with 10k times per second and the triple buffer is updated whenever the gpu finishes a frame, so I don't know how to do that any faster to be honest Cheesy

EDIT: Regarding culling: The given video doesn't use any culling. I have a culling system that implements two-phase occlusion culling completely on the gpu, so the gpu feeds itself. It's capable of processing clusters which is my kind of "batch" and instances....but....I don't know if it pays off to be honest, don't have nice numbers yet.
Offline bullen

Senior Devvie

Medals: 16
Projects: 2

« Reply #35 - Posted 2019-12-05 16:25:58 »

I'm starting to wonder, is it time for me to build my own forum:

If so I'm going to have to add SMTP to it so it can have mail too! Wink

Offline bullen

Senior Devvie

Medals: 16
Projects: 2

« Reply #36 - Posted 2020-01-05 02:10:20 »

Ok, last update since this is no longer going to be a Java project (I'm going to try and "script" with C maybe if I can hot-load the machine code).

I managed to get the engine working on raspberry 4 during christmas:

47 guys at 60 FPS, bottlenecked by GPU, CPU at 30% without any optimizations, so I can make the game single threaded if I want!

OpenGL (ES) 3 is the last GL version for me, works really fast on both ARM and x86 with almost no platform specific modifications! Only since this summer did we get a workable GPU on the Raspberry for this.

I'm not going to port to Vulcan. The performance gain does not pay for the development/maintenance time!

I also managed to get my old Ouya bluetooth controller working flawlessly with the engine on the Pi:

This stuff (VC6, OpenGL ES 3, developing on linux; apt-get install dep, /dev/input/js0 etc.) is amazing!

x86 is dead, vanilla linux on ARM is the future for the desktop/console/portable! Android and Nintendo Switch are getting some hardcore competition!

Countdown to a raspberry 4 compute module powered Switch killer starts now!

Edit: at some point I will try to make a Java JNI port of the engine though, I think I will manage to make the engine hot-deploy with .so/.dll so that won't happen for a long while but eventually.

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