Optimisation Issues

Hi everyone,

I am getting into optimisation and while looking at the profiler while running my game I noticed frequent spikes. Initially I searched and bumped into GC spikes on various forums. I looked into that and noticed that GC is not the issue here (apparently).

Then I noticed that spikes arise from the following two sources:

  1. Editor Loop
  2. Idling of the Job Workers (see picture below)

Do you have any idea what these are and what they do?
I am guessing the editor loop is just the editor slowing down my game (?), while I have no clue regarding the job workers.

Thanks in advance.

Hello,

The Idle samples mean the job threads are literally doing nothing. They aren’t actively processing anything so this time can savely be ignored. I guess unless you where expecting them to do something…

The Idle samples on the Job threads are basically only there to show the white space between actual work happening. Before Idle samples where shown there, it could be that some native jobs where missing profiler markers and would be entirely invisible in the Profiler. With the Idle samples, any prolonged gaps on Job threads in Timeline view indicate that there is very likely a native job on there that is missing a marker (those should mostly be non existent at this point but that could always regress). We are pondering to hide them by default and just show virtual “Missing Sample” samples for any longer gaps instead to reduce noise and avoid confusions like yours.

correct. it might still be something you can affect though. You can find out more by switching the Profler target from Play Mode to Editor. Also you can an should make a development build on your target platform and profile that to get a better picture of the final result.

Also, these samples and some others are also described in the Profiler Documentation, in case you keep digging and find some other samples that are unclear, it might be worth to check there.

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Aha, I never used the deep profiling support.
All very useful thanks!

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