Actually they were using an old version of Papervision. The updated test shows that it actually uses less memory than Away...
http://www.tsoin.com/asblog/2008/11/20/comparatif-moteurs-3d-et-les-plus-performants-sont/ Seb On Wed, Nov 19, 2008 at 3:32 PM, Peter Kapelyan <[EMAIL PROTECTED]> wrote: > Someone on pv3d list posted this: > > http://www.tsoin.com/asblog/2008/11/18/comparatifs-moteurs-3d-et-le-plus-performant-est/ > > papervision3d takes 282MB memory while away3d only takes 32mb? > > I think that would mean those optimizations are already in Away3D :) > > -Pete > > On Wed, Nov 19, 2008 at 10:03 AM, Ian Stokes <[EMAIL PROTECTED]> wrote: >> >> HI, >> >> this is a letter posted on the PV3d list showing how a developer >> modded PV3D garbage collection, even though its a different engine, >> and might not apply, I thought I'd paste it here in case anyone else >> wants to look at the techniques; >> >> 294913 Number3D (around 30% of total memory usage of the game) >> > 96649 Vertex3DInstance (15% of total memory usage) >> > 95508 Dictionaries (10% of total memory usage) >> > 95433 Vertex3D (20% of total memory usage) >> > = >> > 582503 objects in memory for our golfers geometry! >> > >> > Given how flash has a mark-sweep garbage collector, this was giving some >> > interesting performance issues related to garbage collection. >> > >> > So the steps we took to optimise it were: >> > - Each Vertex3D object has a Dictionary instance that is used compute >> > normals. The normals computed happens once, however the dictionary was >> > not >> > not free'd. So we Saved ~90.000 Dictionary objects there >> > >> > - Vertex3DInstance has an unused normal instantied to 0,0,0, i.e. a >> > Number3D, it's never referenced or used outside Vertex3DInstance removed >> > this: removed ~90.000 Number3D instances >> > >> > - Vertex3D caches a "position" as Number3D that is used once for Normal >> > calculation, this was never freed. I removed this and just used original >> > x,y,z. saved as i did not see a need for this indirection. around 90.000 >> > further Number3D instances removed >> > >> > - Not sure about the safety of this one, however the normal in Vertex3D >> > was >> > not referenced anywhere other than being initialised. So in the end i >> > got >> > rid of this. Another 90.000 more Number3D instances saved >> > >> > - last but not least, every Vertex3D has a Vertex3DInstance object used >> > for >> > the rendered onscreen position. Again, this indirection did not seem >> > neceserry, so I merged these 2 classes into 1 and same object rather >> > than >> > child object which saved alot more unneeded object instances and >> > references >> > >> > So these combined optimisations ended us up with: >> > - 96649 instances of Vertex3D (all vertexes for all frames naturally) >> > - 7398 Number3D instances >> > >> > This ended up saving us nearly 500.000 object instances and halving our >> > apps >> > memory usage (reported by flex profiler) from 30MB to 15MB. It also >> > greatly >> > improved performance of garbage collection. >> > >> > You can see a summary from the profiling here: >> > http://www.kimdanielarthur.com/tmp/papervision_optimise.gif >> > >> > Hopefully useful if anyone runs into similar behaviour! >> > >> > Kim Daniel Arthur >> > >> > ps. >> > Thanks again for a great 3D library its really brought extra life to our >> > games >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM >
