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[Merged by Bors] - Added colors to sprite stress test#5317

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ManevilleF wants to merge 4 commits intobevyengine:mainfrom
ManevilleF:feat/sprite_stress_test_improvement
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[Merged by Bors] - Added colors to sprite stress test#5317
ManevilleF wants to merge 4 commits intobevyengine:mainfrom
ManevilleF:feat/sprite_stress_test_improvement

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@ManevilleF
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Objective

Allow better performance testing for #5247

Solution

I added color tints to the many_sprites example stress test.

@ManevilleF
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@superdump This should be enough to test #5247

@mockersf
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How noticeable is the perf difference with this PR?

Would it make sense to add colors only under a flag if we want to continue testing rendering without colors?

@ManevilleF
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Oh the performance is terrible, on my computer it jumps from 20 to 10 FPS

@superdump
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I think this should be implemented as a command line option as we will want to test different things.

Do you mean that this PR gets 20fps and #5247 with this PR gets 10? Or main vs this PR?

@ManevilleF
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I added the command line option.

@superdump what I meant is that on this PR, so basically main, the color tinting reduces the framerate by 50%. Completely unrelated to #5247 . Once this PR is merged I will rebase and test for #5247

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Minor additional clarification to the purpose of —colored.

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@superdump what I meant is that on this PR, so basically main, the color tinting reduces the framerate by 50%. Completely unrelated to #5247 .

Ok, that’s expected.

@ManevilleF
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Now that I think about it we have no way to know how many batches are created since the color tinting is random. So I don't know if this stress test can be useful to test rendering performance as we can stumble upon a very favorable layout or a very unfavorable one which could mess up the test results

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In all likelihood there will be many batches. You can see how many draw commands are created. Or after the sort/batch stage, at the beginning of the render stage, see how many phase items there are, I guess. As they get processed into draw commands

@ManevilleF
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In all likelihood there will be many batches. You can see how many draw commands are created. Or after the sort/batch stage, at the beginning of the render stage, see how many phase items there are, I guess. As they get processed into draw commands

So should I add something or do you think this is this enough ?

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I think it’s enough. We should add rendering diagnostics elsewhere. But we should. :)

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your color choice seems fitting for today

@mockersf mockersf added A-Rendering Drawing game state to the screen C-Examples An addition or correction to our examples C-Performance A change motivated by improving speed, memory usage or compile times labels Jul 14, 2022
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bors r+

bors bot pushed a commit that referenced this pull request Jul 14, 2022
# Objective

Allow better performance testing for #5247


## Solution

I added color tints to the `many_sprites` example stress test.
@bors bors bot changed the title Added colors to sprite stress test [Merged by Bors] - Added colors to sprite stress test Jul 14, 2022
@bors bors bot closed this Jul 14, 2022
inodentry pushed a commit to IyesGames/bevy that referenced this pull request Aug 8, 2022
# Objective

Allow better performance testing for bevyengine#5247


## Solution

I added color tints to the `many_sprites` example stress test.
james7132 pushed a commit to james7132/bevy that referenced this pull request Oct 28, 2022
# Objective

Allow better performance testing for bevyengine#5247


## Solution

I added color tints to the `many_sprites` example stress test.
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

Allow better performance testing for bevyengine#5247


## Solution

I added color tints to the `many_sprites` example stress test.
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A-Rendering Drawing game state to the screen C-Examples An addition or correction to our examples C-Performance A change motivated by improving speed, memory usage or compile times

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3 participants