Set CHUNK_SITE to 10 which results in a mean of 13ms per Slowjob. Its good if it stays under 30ms so it has less influence on ticks.
Some performance values measured with a AMD Ryzen 1700X:
- voxygen and server and swarm (25 clients, 10 vd) on one machine.
- total runtime was 240s
- CHUNK_GENERATOR total time is 486s with a mean of 40ms
- CHUNK_SERIALIZER total time is 18.19s with a mean of 13ms, so in total its a order of magnitude lower
Trancy confirms this, the Serialize backlog is usually handled within 1-2 ticks.
- terrain::sys total time 1.2s, mean 188us
- msg::terrain::sys total time 812ms, mean 125us
- terrain::sync total time 12ms, mean 1,85us
- chunk_serialize::sys total time 69ms, mean 10us
- chunk_send::sys total time 50ms, mean 7us
so all in all total time for serializsation is 20.33 of which 89% are spend outside of the ECS
cannot update the following dependencies:
- vek: Sharps SIMD isnt upstream
- tracing-subscriber: MakeWriter was adjusted and i was to lazy to fiddle with lifetimes,
- refinery, rustsql: we have a custom refinery version which is incompatible with newer rustsql
- equi + egui_winit + egui_wgpu_backend: i tried it in this commit but it turned out that they dependo n wgpu which we cant update
- wgpu: cant update due new version doesnt support DX11
Got quinn updated which now require some dependencies to be explicit.
* Pets now teleport to their owner when they are too far away from them
* Limited the animals that can be tamed to `QuadrupedLow` and `QuadrupedSmall` to prevent players taming overly powerful creatures before the pet feature is further developed
* Added `Pet` component used to store pet information about an entity - currently only used to store the pet's database ID
* Added `pet` database table which stores a pet's `body_id` and `name`, alongside the `character_id` that it belongs to
* Replaced `HomeChunk` component with more flexible `Anchor` component which supports anchoring entities to other entities as well as chunks.