Replies: 5 comments 4 replies
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I doubt that having much data on the heap would be a problem for egui. Are you displaying all those millions of records at the same time? |
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You could use puffin to try and pinpoint where the time is being spent. There is an example in the repo. It might just be that you have a call that is O(n) on the size of the hashmap somewhere, that is being run on every frame. |
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YgorSouza, I profiled all of my functions and I can see that the Counts and Times are not dependent on if the cache has entries or not. At this point I have no idea where the problem lies. I am using Bevy for its ECS engine and I thought that maybe due to my cache being a Bevy Resource and its change detection logic was where the issue was but I changed my cache to a global singleton with no improvement. I am sorry for wasting your guy's time. |
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Thanks YgorSouza, [dependencies] #[global_allocator] More details: Thank you so much for taking the time to help me, your a real lifesaver! |
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First thank you for all your work on this amazing project.
A point in any direction would be helpful.
I have an application that processes tens of millions of data points using async tasks and then caches the results on the heap.
Before filling the heap, my frontend renders at 500+ fps, after my async tasks complete and the results are stored on the heap my fps drop. If I process more tasks I can degrade the front end performance to single digits.
I have narrowed it down to calls to the painter to draw shapes, allocate rects, and the use of labels.
If I disable the panel that draws my main grid I am back at 500+ fps. If I remove the cached items from the heap the performance returns as well.
My app is using around 2gb of ram after processing 100 million records, I would like to know if there is anything I can do to not have
bad UI performance after creating a large heap.
I am guessing its choking on allocation etc. I am trying to make sense of dhat and the flamegraph looking for a silver bullet but no luck yet.
Thanks
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