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Tempestglen 发表于 2013-10-31 18:53
维持原来的场景复杂度,一半一半得计算,如何?把working set降低到1M,让A7的L2能装下。
一半一半计算跟完整计算没任何区别
我看了你转的那段话
The Physics test is uses Bullet, and practically the whole CPU time is spent in the soft body solver, PSolve_links. If you pull this function out of Bullet and bench it separately, you do see a 2x speed increase. However, once it's inside the physics engine, you see nothing.
应该意思是physics测试主要是消耗在PSolve_links,屏蔽PSolve_links可以获得2倍速度提升
这个符合常识,因为对于柔体物理后期加工反而是消耗大户,所以物理引擎才需要支持gpu,主要还是柔体物理的需求。
As this seemed to make no sense, we spent a few days trying to understand what is happening. The result seems to be that if the soft bodies are arranged in memory so that the CPU can access them in a sequential fashion, you get a 2x to 3x increase in speed. This is higher if it can run up the memory, a bit lower if it runs down. The way bullet places the bodies in the memory is a lot more random and they are accesses in a jump-back-and-forth manner. When memory is accessed in this way, all speed gains are lost.
这个应该就是随即内存的问题,我只要测试这个函数就行了,外部传入一些参数看看缓存是否会影响core吧,反正我手上没有a7 |
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