From 3b27b3bbf6245ffda8d6661722ad8fe78653f28b Mon Sep 17 00:00:00 2001 From: Robert Swain Date: Sun, 5 Nov 2023 13:47:47 +0100 Subject: [PATCH] Add fps values to instancing performance graphs --- content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg | 2 +- content/news/2023-11-04-bevy-0.12/0.12-3DMeshes.svg | 2 +- content/news/2023-11-04-bevy-0.12/index.md | 6 +++--- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg b/content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg index 336d532ee7..acc58a6037 100644 --- a/content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg +++ b/content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg @@ -1,3 +1,3 @@ -
0.11
0.11
0.12
0.12
Text is not SVG - cannot display
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0.11: 10.8 fps
0.11: 10.8 fps
0.12: 33.2 fps
0.12: 33.2 fps
Text is not SVG - cannot display
\ No newline at end of file diff --git a/content/news/2023-11-04-bevy-0.12/0.12-3DMeshes.svg b/content/news/2023-11-04-bevy-0.12/0.12-3DMeshes.svg index 720f2d9d71..8bded6de29 100644 --- a/content/news/2023-11-04-bevy-0.12/0.12-3DMeshes.svg +++ b/content/news/2023-11-04-bevy-0.12/0.12-3DMeshes.svg @@ -1,3 +1,3 @@ -
0.11
0.11
0.12
0.12
Text is not SVG - cannot display
\ No newline at end of file +
0.11: 100 fps
0.11: 100 fps
0.12: 210 fps
0.12: 210 fps
Text is not SVG - cannot display
\ No newline at end of file diff --git a/content/news/2023-11-04-bevy-0.12/index.md b/content/news/2023-11-04-bevy-0.12/index.md index b1bf8c07a6..e489bb1876 100644 --- a/content/news/2023-11-04-bevy-0.12/index.md +++ b/content/news/2023-11-04-bevy-0.12/index.md @@ -678,17 +678,17 @@ Here are some benches of the old unbatched approach (0.11) to the new batched ap ### 2D Mesh Bevymark (frames per second, more is better) -This renders 160,000 entities with textured quad meshes (160 groups of 1,000 entities each, each group sharing a material). This means we can batch each group, resulting in only 160 instanced draw calls when batching is enabled. +This renders 160,000 entities with textured quad meshes (160 groups of 1,000 entities each, each group sharing a material). This means we can batch each group, resulting in only 160 instanced draw calls when batching is enabled. This gives a **200% increase in frame rate (3x)**! ![0.12-2DMeshes](0.12-2DMeshes.svg) -
Tested on an M1 Max, limiting the BatchedUniformBuffer batch size to 1 versus how it works in 0.12.
+
Tested on an M1 Max at 1080p.
### 3D Mesh "Many Cubes" (frames per second, more is better) This renders 160,000 cubes, of which ~11,700 are visible in the view. These are drawn using a single instanced draw of all visible cubes which enables up to **100% increase in frame rate (2x)**! ![0.12-3DMeshes](0.12-3DMeshes.svg) -
Tested on an M1 Max, limiting the BatchedUniformBuffer batch size to 1 versus how it works in 0.12.
+
Tested on an M1 Max at 1080p.
These performance benefits can be leveraged on all platforms, including WebGL2!