SanAndreasUnity/Docs/AsyncAssetLoading.md
2020-05-31 19:09:46 +02:00

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All geometry and some other assets should be loaded async-ly.
We already have a background thread in which some assets are loaded from disk. But, assets should also be converted to usable data in this thread.
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Identified what is taking time:
- loading from disk (mostly takes around 20 ms, and goes up to 70 ms, but for some txds it goes to 100 ms)
- creating mesh (mostly around 10 ms, but can go up to 100 ms)
- attach collision model (mostly below the time to create mesh, but in some cases it goes to more than 100 ms)
- updating divisions - runs almost every frame (especially when loading something), even though you invoke it with 100 ms interval - takes around 30 ms
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## TODO
- order in which Async functions will return is not equal to order of call to those functions - because some of loading objects may be cached - adjust Geometry.LoadAsync() when loading multiple textures
- create meshes asyncly (this means converting mesh and it's textures)
- attach collision model asyncly
- update divisions in separate thread ? or optimize division system ?
## TIPS
- attaching collision model takes a lot of memory - why ? - because it reads archive file