Thread: CPU multi-threading planned
-
November 22nd, 2020, 08:28 #31
There is certainly a performance consumption by such flexibility, however my comment was specifically directed at the method used to manage data with lua. Each data node is a lua object (JPG has mentioned this several times) and I am told that this is the largest issue with resource consumption. For example if you try and create 1000 data nodes of even a most simplistic nature it will more than likely cause the system to choke completely. This is during a live session, after everything has loaded. I had to create a process to import a large data set specifically because of the issue. It's also why I had to re-write the CT for the 2E ruleset (DM side) due to the number of "nodes" within the data structure I went with.
The load times for xml conversion to information that the ruleset can use I believe is trivial, it's the data that is the key consumer of process time.
JPG has mentioned a few times he would like to uncouple LUA node/data but it would be a major re-write and break a lot of existing work so is not likely to happen anytime soon (or at all?).
I would be happy to have anything that would improve performance, as is I am hitting the top end of that at times myself. If multithreading would help, I would love it. I don't have the background deep enough to know if it would however.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
-
November 22nd, 2020, 08:44 #32
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,397
Well now we have Unity we can hope FGU might eventually move from LUA to C#... My loathing for LUA globals is real.
I'm not that up on multi-threading either but I have read they are starting to get to decent general purpose algorithms for CPU load balancing which would help.
-
November 22nd, 2020, 10:33 #33
I propose a solution to help those people who assume the software has locked up if they can't see a little progress bar or whatever.
Do what Discord does. Have some random messages pop up:
Acquiring parchment
Taming dragons
Getting Xanathars stamp of approval
Etc. On the loading screen.
I have 7 players all of them fairly new to Fantasy Grounds and none of them thought it locked up. But I did say it rakes a while for the table to load. Time to get a drink and snacks for game time.
But a random. message might help.Got a Bug - Click & FOLLOW the procedure here, it will save time
Ultimate Edition Fantasy Grounds - ONLY ON Linux
Twitch Channel
-
November 22nd, 2020, 12:09 #34
What I am mostly interested and really need is SW to improve the loading times... at the moment Unity loads fresh or during /reload twice or three times slower which makes developing new content very very slowly when you need to test pixel-based adjustment or other fine-tuning activities.
There is no quality of life improvement for developers at all. So any change towards this - I am all game.The past is a rudder to guide us, not an anchor to hold us back.
-
November 22nd, 2020, 18:02 #35
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,539
Reducing the amount of content is always helpful. If you have thousands and thousands of files in your images/tokens/portraits directory; start up times will always be slower as they are indexed at session startup.
Regards,
JPG
-
November 22nd, 2020, 18:13 #36
- Join Date
- Aug 2019
- Posts
- 2,025
- Are non-changing files indexed? or are hashes used to only index files that need new indexing?
- Is indexing of multiple files done concurrently via multiple CPU cores/threads?
- How can I disable images from rulesets? I own the Pathfinder 2 Core RPG module, which is full of images I hardly ever use and always spam my image browser dialog. How can I turn these off while still using the ruleset?
-
November 22nd, 2020, 18:51 #37
I'd also love a LUA to C# change ... though I don't actually expect to see that happen...nice thing to wish for.
Start up times with FGU are crazy long. Definitely some room for some optimizes in that area.
-
November 22nd, 2020, 18:59 #38Got a Bug - Click & FOLLOW the procedure here, it will save time
Ultimate Edition Fantasy Grounds - ONLY ON Linux
Twitch Channel
-
November 22nd, 2020, 20:36 #39
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,397
Mono is open source and makes C# cross platform (though admittedly without the latest .NET bells and whistles).
However, the important thing here it that C# is the scripting language used by Unity and Unity is cross platform. So it wouldn't really matter how cross platform stand alone C# is since its Unity that compiles the different platform exes.
-
November 22nd, 2020, 20:48 #40
- Join Date
- Aug 2019
- Posts
- 2,025
The long startup-times are not directly connected to the multi-threading vs. single-thread discussion, though. From Launcher already running to starting a campaign FGU takes 50% longer for GMs and 100% longer for players compared to FGC.
FGC is just as single-threaded as FGU in all of this (maybe even more), but still dramatically faster for loading campaigns (same modules, same extensions, same files, same everything).
So even if multi-threading might help with load-times, something seems to lack optimization with FGU that multi-threading alone might not solve. Still maxing out only 1 out of 16 threads while making me wait for "not responding" feels wrong.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks