Game Development Community

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.

%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.


#1
01/03/2007 (1:49 am)
TGE 1.5?
FPS Starter Kit?
->
Turn off the snow and the rain, each particle has collision detection on (ContainerCastRay).

Martin
#2
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
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
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)?