Hi Chris,

What version were you using before upgrading to HEAD and how long were
pauses at that version? If there was a major degradation we are very
interested in reproducing it.

Can you share a bit more about your use of V8?

Do you use it inside the browser or do you embed it into your
(C/C++/Java) game directly?

If you want to reduce GC cost we'll first need to understand what
exactly is causing (compacting) GCs.

It seems that promotion rate is not high (judging from 1-2ms
scavenging pauses) but it's hard to say anything without looking at GC
logs. (e.g. --trace-gc, --trace-gc-verbose ones; plus maybe some
additional debug prints in Heap::SelectGarbageCollector to see why V8
chooses MARK_COMPACTOR).

--
Vyacheslav Egorov, Software Engineer, V8 Team
Google Denmark ApS


On Mon, Aug 22, 2011 at 8:01 PM, Chris Jimison <[email protected]> wrote:
> Hi all,
>
> We have a game engine the uses V8 on Android based phones.  I have
> just upgraded our version of V8 to use the current stable SVN line and
> I am seeing a HUGE slowdown on the GC.  When the GC does a
> MARK_COMPACTOR run I am seeing times jump up to 175 ms on a Nexus S
> phone (one of the faster android based phones) however non
> MARK_COMPACTOR times are at about 1-2 ms.  The MARK_COMPACTOR sweep
> happens about once every 10 - 15 seconds for us and it introduces a
> very noticeable frame rate hitch.
>
> So I have a couple of questions for the group.
>
> 1) Is there anything I can do to potentially amortize this cost accost
> multiple frames (or GC calls)?
> 2) If not is there anyway I can speed this up?
>
> Thank you so much for any help or insights.
>
> -Chris
>
> --
> v8-users mailing list
> [email protected]
> http://groups.google.com/group/v8-users
>

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