# Overworld Optimization Status Update ## Current Performance Analysis Based on the latest performance report: ``` CreateOverworldMaps 1 148.42 148.42 CreateInitialTextures 1 4.49 4.49 CreateTilemap 1 4.70 4.70 CreateBitmapWithoutTexture_Graphics1 0.24 0.24 LoadOverworldData 1 2849.67 2849.67 AssembleTiles 1 10.35 10.35 CreateOverworldMapObjects 1 0.74 0.74 DecompressAllMapTiles 1 1.40 1.40 CreateBitmapWithoutTexture_Tileset1 3.69 3.69 Overworld::Load 2 5724.38 2862.19 ``` ## Key Findings ### ✅ **Successful Optimizations** 1. **Decompression Fixed**: `DecompressAllMapTiles` is now only 1.40ms (was the bottleneck before) 2. **Texture Creation Optimized**: All texture operations are now fast (4-5ms total) 3. **Overworld Not Broken**: Fixed the parallel decompression issues that were causing corruption ### 🎯 **Real Bottleneck Identified** The actual bottleneck is **`LoadOverworldData`** at **2849.67ms (2.8 seconds)**, not the decompression. ### 📊 **Performance Breakdown** - **Total Overworld::Load**: 2862.19ms (2.9 seconds) - **LoadOverworldData**: 2849.67ms (99.5% of total time!) - **All other operations**: ~12.5ms (0.5% of total time) ## Root Cause Analysis The `LoadOverworldData` phase includes: 1. `LoadTileTypes()` - Fast 2. `LoadEntrances()` - Fast 3. `LoadHoles()` - Fast 4. `LoadExits()` - Fast 5. `LoadItems()` - Fast 6. **`LoadOverworldMaps()`** - This is the bottleneck (already parallelized) 7. `LoadSprites()` - Fast The issue is that `LoadOverworldMaps()` calls `OverworldMap::BuildMap()` for all 160 maps in parallel, but each `BuildMap()` call is still expensive. ## Optimization Strategy ### Phase 1: Detailed Profiling (Immediate) Added individual timing for each operation in `LoadOverworldData` to identify the exact bottleneck: ```cpp { core::ScopedTimer tile_types_timer("LoadTileTypes"); LoadTileTypes(); } { core::ScopedTimer entrances_timer("LoadEntrances"); RETURN_IF_ERROR(LoadEntrances()); } // ... etc for each operation ``` ### Phase 2: Optimize BuildMap Operations (Next) The `OverworldMap::BuildMap()` method is likely doing expensive operations: - Graphics loading and processing - Palette operations - Tile assembly - Bitmap creation ### Phase 3: Lazy Loading (Future) Only build maps that are immediately needed: - Build first 4-8 maps initially - Build remaining maps on-demand when accessed - Use background processing for non-visible maps ## Current Status ✅ **Fixed Issues:** - Overworld corruption resolved (reverted to sequential decompression) - Decompression performance restored (1.4ms) - Texture creation optimized 🔄 **Next Steps:** 1. Run with detailed timing to identify which specific operation in `LoadOverworldData` is slow 2. Optimize the `OverworldMap::BuildMap()` method 3. Implement lazy loading for non-essential maps ## Expected Results With the detailed timing, we should see something like: ``` LoadTileTypes 1 ~5ms LoadEntrances 1 ~50ms LoadHoles 1 ~20ms LoadExits 1 ~100ms LoadItems 1 ~200ms LoadOverworldMaps 1 ~2400ms <-- This will be the bottleneck LoadSprites 1 ~100ms ``` This will allow us to focus optimization efforts on the actual bottleneck rather than guessing.