performance

Performance Strategy

Optimization approaches and technical constraints for tile processing performance.

Performance Requirements

⚠️ NEEDS DISCUSSION: Specific performance targets and constraints have not been established yet.

General Goals:

  • Support many active tiles simultaneously
  • Performance should scale reasonably with world activity

Optimization Systems

Active Region System (NOT IMPLEMENTED)

⚠️ NOT IMPLEMENTED: Active region optimization was decided against - implementation deemed too complex for expected benefit. Team is planning for relatively few dormant areas instead.

Purpose: Avoid processing static regions to maintain performance.

~~Implementation:

  • Divide world into 32×32 tile chunks (chosen to balance GPU workgroup efficiency with memory overhead)
  • Track chunks with active tiles in GPU buffer
  • Shaders only process listed active chunks
  • Activity propagates to neighboring chunks automatically
  • Dormant regions have minimal GPU cost~~

~~Benefits:

  • Automatic scaling with activity level
  • Efficient memory bandwidth usage
  • Reduced compute shader dispatches~~

Texture-Based Storage

GPU Cache Optimization: Leverage 2D data access patterns for efficient memory reads

Bit-Packing: 32-bit tiles maximize cache line utilization

  • Tile Type (~6 bits): 64 possible types per layer
  • Velocity (16 bits): Movement vector for physics
  • Custom Data (10 bits): Health, timers, charges, etc.

Ping-Ponging: Dual texture approach prevents read-after-write hazards

Chunk-Based Processing

GPU Workgroup Efficiency: 32×32 chunks align with GPU architecture

Memory Layout: Textures use r32uint format for optimal GPU cache performance

Parallel Processing: Each GPU thread handles one tile for maximum parallelization

⚠️ POTENTIAL OPTIMIZATIONS: Additional GPU techniques

  • Memory Coalescing: Threads in a warp access consecutive memory addresses simultaneously for maximum bandwidth

Shader Design Principles

⚠️ GUIDELINE: Minimize divergent branching

  • Structure algorithms so threads in the same warp follow similar execution paths
  • When early exits are necessary, group similar work patterns together to reduce warp divergence

Technical Constraints

Hard Limits

Tile Types: ~64 per layer (chosen to be comfortably under realistic limits)
World Size: Fixed at initialization (no dynamic streaming)
Mana Types: 8 maximum (player state buffer constraint)
Spell Hand: Size TBD based on UI and gameplay needs

Performance Scaling

⚠️ NEEDS DISCUSSION: Specific performance characteristics to be determined through testing

  • 32×32 chunks chosen to balance GPU workgroup efficiency with memory overhead
  • GPU texture cache considerations
  • Parallel processing efficiency targets

Offline Optimizations

Rule Compilation Approach

⚠️ SUGGESTION: Potential optimization techniques for rule compilation:

  • Compile-time specialization for specific use cases
  • Dead code elimination for unused rule paths
  • Constant folding for pre-computed values
  • Loop unrolling for neighbor checks

Build-Time Processing

Shader Generation: Move complex rule logic to build time
Asset Optimization: Texture and mesh preprocessing
⚠️ NEEDS DESIGN: Specific optimization pipeline implementation

Risk Management

Performance Monitoring

⚠️ SUGGESTION: Potential monitoring and validation approaches:

  • Automated benchmarks to prevent regressions
  • Frame timing and bottleneck profiling
  • Determinism validation across runs

Bottleneck Identification

⚠️ Major Unsolved Issues:

  • Frame rate coordination between different systems
  • GPU thread execution order determinism
  • Memory bandwidth optimization across modules

Monitoring and Debugging

Performance Profiling

⚠️ SUGGESTION: Potential profiling capabilities to develop:

  • Frame timing monitoring for pipeline stages
  • GPU utilization tracking
  • Memory bandwidth analysis
  • Active region processing visualization

Debug Capabilities

⚠️ SUGGESTION: Potential debugging tools:

  • Tile inspector for real-time data examination
  • Rule tracer for activation analysis
  • Determinism validation tools