Perfomance issue (Compile/Play time)

NodeCanvas Forums Support Perfomance issue (Compile/Play time)

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  • #12985
    psykaw
    Participant

    Hey,

    Our studio use NodeCanvas for a big project on PS4/PC in VR.
    We are encountering issue with compile and play time. After profiling/logging we can see the problem come from Graph deserialization.
    We have some graph which take 600ms to deserialize and we have a lot of graphs.
    Do you plan to add optionnal different types of serialization (binary)?
    We don’t know what to do because our development is not finish yet (release date is in 1 year) but if it takes a lot of time now, what it will be in 6 months when it will be much more graphs?
    Thanks for your help.

    #12988
    Gavalakis
    Keymaster

    Hello,

    Indeed due to json deserialization and when the graphs initialize there is due to be a performance impact for that frame, mostly due to the allocations made for creating the objects. I have already very much optimized what came stock with the json serializer I am using (FullSerializer) and constantly try to optimize it even further. I have even looked at different json serializers but they were either slower or very limited out of all that I’ve tested.

    While I am always on the lookout for a better serialization framework (recently seen some good especially NetJson), I can’t tell for sure when one or the other is implemented, but I would definitely need to either improve the existing serializer even more, or change to another one.

    Of course, one way to avoid possible spikes in either case, would be to pre-instantiate all or most of the GraphOwner gameobject in load time, rather than instantiating them on the fly if that is indeed something that you do.

    Thank you!

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