Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
80 lines
4.7 KiB
Markdown
80 lines
4.7 KiB
Markdown
# Forge: Windows A/B of parallel draw-list replay + recording (engine a967d12b)
|
||
|
||
Why: Windows sits at 45–50 fps with the RTX 5080 idle. The render thread is the limiter (10–13 ms wall, `end_frame`
|
||
replay + submit 3.8–4.8 ms). The NVIDIA/WDDM driver path is paid serially on that thread for every `vkCmd*`.
|
||
Engine `06ecc5df` can cut large draw lists into chunks and record them into secondary command buffers on worker
|
||
threads (Vulkan only, **default off**). Design + Mac results: engine `.agents/wiki/parallel-draw-replay.md`.
|
||
|
||
Since then the engine also does **parallel recording** (Forward+ splits a pass's render list over worker threads, each
|
||
recording its own slice of the draw list; every driver; default off) — `gpucull record on|off|status`. It attacks the
|
||
other half of the render thread (Godot's per-draw bookkeeping before the driver). Same page, § Parallel recording.
|
||
|
||
Nothing is published or pinned for this yet. This is a test build on Forge only.
|
||
|
||
## 1. Build + oracle (Vulkan, Khronos layer)
|
||
|
||
1. `git checkout a967d12b` in the engine (replay + recording), build the Windows editor with the `windows-x64` manifest flags.
|
||
GodotSharp regen is not needed for the test: the game reaches the new API through `Call`.
|
||
2. With the Vulkan SDK's validation layer available (`--gpu-validation` turns it on):
|
||
`bash tests/gpu_oracle/parallel_draw_replay/run.sh <tinqs.windows.editor.x86_64.mono.exe> vulkan`
|
||
Expect `ORACLE: 10 passed, 0 failed`, exit 0, **zero `VUID` / validation lines** in the output. Paste the
|
||
output back.
|
||
|
||
## 2. In-game A/B (box otherwise idle, one engine, nothing else running)
|
||
|
||
The game pins `4.7.2@e64890fd3`; skip the pin for this test build:
|
||
|
||
```bash
|
||
TINQS_ENGINE_SKIP_CHECK=1 GAME_ARGS=--gpu-profile GAME_RES=1600x900 bash tools/game.sh run
|
||
READY_TIMEOUT=400 bash tools/game.sh ready
|
||
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"host_game"}' # if it stops at the menu
|
||
# wait until in the world with fps settled (~50 s+), then:
|
||
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"gpucull","value":"replay status"}' # supported True
|
||
LOG="$APPDATA/Tinqs/app_userdata/Ariki/logs/godot.log"
|
||
OUT=.game-cli/replay-windows-$(date +%Y%m%d-%H%M)
|
||
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
|
||
--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
|
||
--states "both off=gpucull:replay off;gpucull:record off" "replay=gpucull:replay on;gpucull:record off" \
|
||
"record=gpucull:replay off;gpucull:record on" "both on=gpucull:replay on;gpucull:record on" \
|
||
--restore "gpucull:replay off;gpucull:record off"
|
||
```
|
||
|
||
Also take three `curl -s 127.0.0.1:4328/mainthread` reads with replay off and with replay on (from `e3582841a`).
|
||
They show which thread paces the frame.
|
||
|
||
Also: `curl -s -X POST 127.0.0.1:4328/command -d '{"command":"occlusion","value":"off"}'` vs `on` at the spawn pose
|
||
(5 `/perf` reads each) — the 1.2–1.3 ms "Update Occlusion Buffer" label decides whether CPU occlusion culling earns its
|
||
cost now that vegetation is GPU-culled.
|
||
|
||
Also, after the run above (it can be its own run if the first one has already started), GPU depth-pyramid
|
||
occlusion for the gpu-culled vegetation (`rendering/occlusion_culling/gpu_hzb`, default off). It costs the render
|
||
thread nothing. On the Mac it cut kept plants by 16 % and GPU time by ~2 ms; it has never been measured on Windows:
|
||
|
||
```bash
|
||
OUT=.game-cli/hzb-windows-$(date +%Y%m%d-%H%M)
|
||
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
|
||
--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
|
||
--states "hzb off=gpucull:hzb off" "hzb on=gpucull:hzb on" \
|
||
--restore "gpucull:hzb off"
|
||
```
|
||
|
||
Eye check with `hzb on`: turn the camera fast past a hill and a house. Plants must not pop in a frame late or
|
||
vanish while visible.
|
||
|
||
Report per pose and state: frame ms, `_draw` wall, `end_frame`, render-CPU labels, fps p25, `/perf
|
||
gpucullCounters.parallelReplay` (lists / chunks), pixel diff vs the A/A floor, and the full `results.json`.
|
||
|
||
## 3. Soak + eye check
|
||
|
||
`gpucull replay on`, walk 10 minutes (shore, inland, village, a tree felling), with `--gpu-validation` on a second run:
|
||
no device lost, no `PARALLEL-REPLAY-BUG`, no validation errors. Eye check where tree/rock shadows fall on open sand.
|
||
A stepped shadow edge was seen in one Mac capture and is probably a static-tile boundary; compare replay off vs on
|
||
at the same spot.
|
||
|
||
## Decision rule
|
||
|
||
Default flips on (`rendering/rendering_device/parallel_draw_replay/enabled=true` in the game's `project.godot`,
|
||
then publish + pin) only if: oracle clean, soak clean, and frame time / `end_frame` drop at all 3 poses.
|
||
`gpu_hzb` flips on (game `project.godot`) if frame time and render-GPU ms do not rise at any pose and the eye check
|
||
is clean.
|