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# Objective - Enable stressing of more of the material mesh entity draw code paths ## Solution - Support generation of a number of different mesh assets from the built-in primitives, and select randomly from them. This breaks batches based on different meshes. - Support disabling automatic batching. This skips the batching cost at the expense of stressing render pass draw command encoding. - Support enabling directional light cascaded shadow mapping - this is commonly a big source of slow down in normal scenes. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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.. | ||
bevymark.rs | ||
many_animated_sprites.rs | ||
many_buttons.rs | ||
many_cubes.rs | ||
many_foxes.rs | ||
many_gizmos.rs | ||
many_glyphs.rs | ||
many_lights.rs | ||
many_sprites.rs | ||
README.md | ||
text_pipeline.rs | ||
transform_hierarchy.rs | ||
warning_string.txt |
Stress tests
These examples are used to stress test Bevy's performance in various ways. These should be run with the "stress-test" profile to accurately represent performance in production, otherwise they will run in cargo's default "dev" profile which is very slow.
Example Command
cargo run --profile stress-test --example <EXAMPLE>