Profiler
by Jonny Brannum · in Torque Game Engine · 01/03/2007 (1:40 am) · 4 replies
Im learning to get intimate with the profiler, however, after reading the TDN articles and searching through the forums, i still dont completely understand it. I was hoping someone could clarify what i know, and help me understand it a bit better.
So, what i get from this is that PathRunnerRun was invoked 228 times, and within those 228 times, ContainerCastRay was called over 50k (and that is bad, correct?). What other uses does this information have?
This was at the top of the list. I am assuming that, that is not normal. One of the %'s is for the amount of time spent within the function, and the other is for amount of time spent within the functions called by this function? Wow my sleeping pills are kicking in. I had more to say, but im having trouble remembering.
Good night
-Jonny
%NSTime % Time Invoke # Name 4.146 1.078 228 PathRunnerRun 2.921 2.921 57784 ContainerCastRay 0.115 0.115 10361 PathRunnerAddNode 0.031 0.031 1258 PathRunnerRemoveNode
So, what i get from this is that PathRunnerRun was invoked 228 times, and within those 228 times, ContainerCastRay was called over 50k (and that is bad, correct?). What other uses does this information have?
%NSTime % Time Invoke # Name 23.070 23.070 447091 ContainerCastRay
This was at the top of the list. I am assuming that, that is not normal. One of the %'s is for the amount of time spent within the function, and the other is for amount of time spent within the functions called by this function? Wow my sleeping pills are kicking in. I had more to say, but im having trouble remembering.
Good night
-Jonny
About the author
I'm enthusiastic about learning new things and love to make things work.
#2
It's the new mission template. The only thing i have is 20 AI running around using the pathfinding i am creating. Which i thought didnt use ray casts as much as it does. I was actually looking for more information on the profiler. Thanks for any responses.
-Jonny
01/03/2007 (2:24 pm)
Thanks for the response. No it's not the FPS starter kit, good guess though with the limited information. It's the new mission template. The only thing i have is 20 AI running around using the pathfinding i am creating. Which i thought didnt use ray casts as much as it does. I was actually looking for more information on the profiler. Thanks for any responses.
-Jonny
#3
so yea. I have a question. Since i can't quite get the grasps of the profiler, which would be faster, two ray casts searching for terrain, or get the world offset to the terrain, and getHeight() with Point2I? Or is there quicker method of getting z with x,y?
01/03/2007 (11:24 pm)
So i found where the ray casts were being called... the top of the function //TODO: why are we using ray casts?
so yea. I have a question. Since i can't quite get the grasps of the profiler, which would be faster, two ray casts searching for terrain, or get the world offset to the terrain, and getHeight() with Point2I? Or is there quicker method of getting z with x,y?
#4
Is the information comparision still valid even though there is roughly double the invokes on this reading compared to the first (I let it run longer)?
01/04/2007 (12:11 am)
I think the profiler answered my question.0.755 0.672 441 PathRunnerRun 0.052 0.052 17967 PathRunnerAddNode 0.018 0.018 2431 PathRunnerRemoveNode
Is the information comparision still valid even though there is roughly double the invokes on this reading compared to the first (I let it run longer)?
Torque Owner Martin Busse
Default Studio Name
FPS Starter Kit?
->
Turn off the snow and the rain, each particle has collision detection on (ContainerCastRay).
Martin