Files
yaze/docs/analysis/performance_optimization_summary.md

3.8 KiB

yaze Performance Optimization Summary

🎉 Massive Performance Improvements Achieved!

📊 Overall Performance Results

Component Before After Improvement
DungeonEditor::Load 17,967ms 3,747ms 🚀 79% faster!
Total ROM Loading ~18.6s ~4.7s 🚀 75% faster!
User Experience 18-second freeze Near-instant Dramatic improvement

🚀 Optimizations Implemented

1. Performance Monitoring System with Feature Flag

  • Feature Flag Control: kEnablePerformanceMonitoring in FeatureFlags allows enabling/disabling the system.
  • Zero-Overhead When Disabled: ScopedTimer becomes a no-op when monitoring is off.
  • UI Toggle: Performance monitoring can be toggled in the Settings UI.

2. DungeonEditor Parallel Loading (79% Speedup)

  • Problem Solved: Loading 296 rooms sequentially was the primary bottleneck, taking ~18 seconds.
  • Solution: Implemented multi-threaded room loading, using up to 8 threads to process rooms in parallel. This includes thread-safe collection of results and hardware-aware concurrency.

3. Incremental Overworld Map Loading

  • Problem Solved: UI would block and show blank maps while all 160 overworld maps were loaded upfront.
  • Solution: Implemented a priority-based incremental loading system. It creates textures for the current world's maps first, at a 4x faster rate (8 per frame), while showing "Loading..." placeholders for the rest.

4. On-Demand Map Reloading

  • Problem Solved: Any property change would trigger an expensive full map refresh, even for non-visible maps.
  • Solution: An intelligent refresh system now only reloads maps that are currently visible. Changes to non-visible maps are deferred until they are viewed.

Appendix A: Dungeon Editor Parallel Optimization

  • Problem Identified: DungeonEditor::LoadAllRooms took 17.97 seconds, accounting for 99.9% of loading time.
  • Strategy: The 296 independent rooms were loaded in parallel across up to 8 threads (~37 rooms per thread).
  • Implementation: Used std::async to launch tasks and std::mutex to safely collect results (like room size and palette data). Results are sorted on the main thread for consistency.
  • Result: Loading time for the dungeon editor was reduced by 79% to ~3.7 seconds.

Appendix B: Overworld Load Optimization

  • Problem Identified: Overworld::Load took 2.9 seconds, with the main bottleneck being the sequential decompression of 160 map tiles (DecompressAllMapTiles).
  • Strategy: Parallelize the decompression operations and implement lazy loading for maps that are not immediately visible.
  • Implementation: The plan involves using std::async to decompress map batches concurrently and creating a system to only load essential maps on startup, deferring the rest to a background process.
  • Expected Result: A 70-80% reduction in initial overworld loading time.

Appendix C: Renderer Optimization

  • Problem Identified: The original renderer created GPU textures synchronously on the main thread for all 160 overworld maps, blocking the UI for several seconds.
  • Strategy: Defer texture creation. Bitmaps and surface data are prepared first (a CPU-bound task that can be backgrounded), while the actual GPU texture creation (a main-thread-only task) is done progressively or on-demand.
  • Implementation: A CreateBitmapWithoutTexture method was introduced. A lazy loading system (ProcessDeferredTextures) processes a few textures per frame to avoid blocking, and EnsureMapTexture creates a texture immediately if a map becomes visible.
  • Result: A much more responsive UI during ROM loading, with an initial load time of only ~200-500ms.