feat: performance budget profiling setup

- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU,
  memory, and draw-call targets (P95<16.6ms, P99<50ms)
- scripts/profiling/: SceneTree + Node profilers, test scenes
- scripts/generate_occluders.gd: auto-generate OccluderInstance3D
  from CSG wall pieces (128^3 voxel occlusion culling)
- scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD
  slots (LOD1@15m, LOD2@30m)
- project.godot: occlusion culling + LOD settings enabled
- modular scene UV2 data from lightmapping pass
- rcon_command_handler.gd conflict resolved (kept upstream plugin cmd)
- Fixed profiler_node.gd warmup frame bug (60 frames, not 3)
- Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
This commit is contained in:
2026-07-01 19:01:03 -04:00
parent 34507f9043
commit e385eae0f5
23 changed files with 1114 additions and 22 deletions
+170
View File
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extends SceneTree
# Profile scene runner — manually drives the frame loop.
# In --script --headless mode the automatic main loop doesn't
# iterate, so we drive it ourselves via a manual loop.
const DEFAULT_SCENE := "res://assets/scenes/modular/kit_demo.tscn"
const DEFAULT_CAPTURE_FRAMES := 600
const WARMUP_FRAMES := 60
var capture_frames := DEFAULT_CAPTURE_FRAMES
var scene_path := ""
var frame_count := 0
var recording: Array[Dictionary] = []
var profiling_complete := false
func _init():
# Parse CLI args
var args = OS.get_cmdline_args()
for i in range(args.size()):
if args[i] == "--scene" and i + 1 < args.size():
scene_path = args[i + 1]
if args[i] == "--capture-frames" and i + 1 < args.size():
capture_frames = args[i + 1].to_int()
if scene_path.is_empty():
scene_path = DEFAULT_SCENE
print("=== Profile Scene Tool ===")
print("Engine: ", Engine.get_version_info().string)
print("Scene: ", scene_path)
print("Capture frames: ", capture_frames)
print("Warmup frames: ", WARMUP_FRAMES)
print("")
print("Frame,Delta(ms),GPU(ms),Physics(ms),DrawCalls,Tris,Vertices,VRAM(MB),RAM(MB),Objects")
# Load target scene
var scene = ResourceLoader.load(scene_path)
if not scene:
printerr("ERROR: Failed to load scene: ", scene_path)
quit(1)
return
var instance = scene.instantiate()
root.add_child(instance)
# Manual frame loop: Godot doesn't auto-iterate the main loop
# in --script --headless mode. We iterate it ourselves.
profiling_complete = false
_manual_loop()
func _manual_loop() -> void:
var start_time := Time.get_ticks_usec()
var frame_delta := 0.016 # Target 60fps step
while not profiling_complete:
var frame_start := Time.get_ticks_usec()
# Call idle (process) on the scene tree — this triggers
# _process() on all nodes including the instanced scene
#idle(frame_delta)
# Manually iterate — this processes input, idle, and physics
iteration(frame_delta)
_on_frame(frame_delta)
# Cap frame rate to avoid 100% CPU in headless mode
var elapsed := (Time.get_ticks_usec() - frame_start) / 1000.0
var target_ms := 16.0 # ~60fps
if elapsed < target_ms:
OS.delay_msec(int(target_ms - elapsed))
# Use elapsed wall time as delta for next frame
frame_delta = (Time.get_ticks_usec() - start_time) / 1000000.0
start_time = Time.get_ticks_usec()
_finish_report()
func _on_frame(delta: float) -> void:
frame_count += 1
# Skip warmup frames
if frame_count <= WARMUP_FRAMES:
return
if frame_count > WARMUP_FRAMES + capture_frames:
profiling_complete = true
return
var p := Performance
var frame_delta := delta * 1000.0
var gpu_time := float(RenderingServer.get_frame_setup_time_cpu()) * 1000.0
var physics_time := p.get_monitor(p.TIME_PHYSICS_PROCESS) * 1000.0
var draw_calls := int(p.get_monitor(p.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
var tris := int(p.get_monitor(p.RENDER_TOTAL_PRIMITIVES_IN_FRAME))
var verts := int(p.get_monitor(p.RENDER_TOTAL_VERTICES_IN_FRAME))
var vram_mb := int(p.get_monitor(p.RENDER_VIDEO_MEM_USED)) / (1024 * 1024)
var ram_mb := int(OS.get_static_memory_usage()) / (1024 * 1024)
var objects := int(p.get_monitor(p.OBJECT_NODE_COUNT))
recording.append({
frame = frame_count - WARMUP_FRAMES,
delta_ms = snapped(frame_delta, 0.01),
gpu_ms = snapped(gpu_time, 0.01),
physics_ms = snapped(physics_time, 0.01),
draw_calls = draw_calls,
tris = tris,
verts = verts,
vram_mb = vram_mb,
ram_mb = ram_mb,
objects = objects
})
print("%d,%.2f,%.2f,%.2f,%d,%d,%d,%d,%d,%d" % [
frame_count - WARMUP_FRAMES,
frame_delta, gpu_time, physics_time,
draw_calls, tris, verts, vram_mb, ram_mb, objects
])
func _finish_report() -> void:
print("")
print("=== Profile Summary ===")
if recording.is_empty():
print("No frames recorded!")
quit(1)
return
var deltas: Array[float] = []
for r in recording:
deltas.append(r.delta_ms)
deltas.sort()
var total := float(recording.size())
var n := deltas.size()
var p50: float = deltas[n * 50 / 100]
var p95: float = deltas[n * 95 / 100]
var p99: float = deltas[n * 99 / 100]
var sum: float = 0.0
for d in deltas:
sum += d
var avg: float = sum / total
var max_dc := 0
var max_tris := 0
var max_vram := 0
for r in recording:
if r.draw_calls > max_dc: max_dc = r.draw_calls
if r.tris > max_tris: max_tris = r.tris
if r.vram_mb > max_vram: max_vram = r.vram_mb
print("Frames captured: ", recording.size())
print("Avg frame time: %.2f ms" % avg)
print("P50 frame time: %.2f ms" % p50)
print("P95 frame time: %.2f ms" % p95)
print("P99 frame time: %.2f ms" % p99)
print("Max draw calls: %d" % max_dc)
print("Max triangles: %d" % max_tris)
print("Peak VRAM: %d MB" % max_vram)
var pass_fail := "PASS"
if p95 > 16.6:
pass_fail = "FAIL (P95 > 16.6 ms)"
elif p99 > 50.0:
pass_fail = "FAIL (P99 spike > 50 ms)"
print("Result: ", pass_fail)
print("")
print("=== Profile complete ===")
quit(0 if pass_fail == "PASS" else 1)