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 > -- v8-users mailing list [email protected] http://groups.google.com/group/v8-users
