Transform Propagation Optimization: Static Subtree Marking#18589
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alice-i-cecile merged 15 commits intobevyengine:mainfrom Mar 30, 2025
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Transform Propagation Optimization: Static Subtree Marking#18589alice-i-cecile merged 15 commits intobevyengine:mainfrom
alice-i-cecile merged 15 commits intobevyengine:mainfrom
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Thanks for tracking down the bug and getting the fix in <3 I wasn't pleased to have to revert this!
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# Objective - Optimize static scene performance by marking unchanged subtrees. - [bef0209](bef0209) fixes #18255 and #18363. - Closes #18365 - Includes change from #18321 ## Solution - Mark hierarchy subtrees with dirty bits to avoid transform propagation where not needed - This causes a performance regression when spawning many entities, or when the scene is entirely dynamic. - This results in massive speedups for largely static scenes. - In the future we could allow the user to change this behavior, or add some threshold based on how dynamic the scene is? ## Testing - Caldera Hotel scene
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…evyengine#18589)" This reverts commit c4139fe.
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# Objective - Follow up from previous transform optimization (#18589), make the `mark_dirty_trees` system more intelligent - don't run this expensive static scene optimization for dynamic scenes. - Using a threshold was mentioned as a follow up in that PR, and we also want this threshold to be user-configurable. - This was not implemented previously because the optimizations were still large improvements even in dynamic scenes thanks to the improved parallelism #17840 ## Solution - Don't run static scene optimization (dirty tree tracking) for very dynamic scenes - defined here as scenes where more than 30% of objects have their `Transform` updated. - This is configurable with a percentage threshold, or it can be unconditionally enabled or disabled when setting to `0.0` or `1.0` to avoid the cost of computing the threshold. - For dynamic scenes, this makes transform prop much faster, twice as fast in the stress tests shown here. ## Testing transform_hierarchy stress tests, all of these cases spawn about a quarter million entities: - humanoids_active - dynamic scene that should be faster than `main`: <img width="609" height="395" alt="image" src="https://github.com/user-attachments/assets/bf3d6b93-aa09-4440-b8ac-18af7e46a00f" /> - humanoids_inactive - static scene that should be unchanged from `main`: <img width="631" height="377" alt="image" src="https://github.com/user-attachments/assets/a0306109-600b-4cdd-a217-5cc15e269bca" /> - humanoids_mixed - half dynamic scene that should be faster than `main` <img width="604" height="372" alt="image" src="https://github.com/user-attachments/assets/2751ece2-d4b9-4daa-af24-fe379eaf75b2" /> - large_tree - dynamic scene (50% of entities are moved) we expect to see improvements <img width="665" height="371" alt="image" src="https://github.com/user-attachments/assets/c6b08abe-eb1d-44fb-be36-457f9d5ba78e" />
mockersf
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# Objective - Follow up from previous transform optimization (#18589), make the `mark_dirty_trees` system more intelligent - don't run this expensive static scene optimization for dynamic scenes. - Using a threshold was mentioned as a follow up in that PR, and we also want this threshold to be user-configurable. - This was not implemented previously because the optimizations were still large improvements even in dynamic scenes thanks to the improved parallelism #17840 ## Solution - Don't run static scene optimization (dirty tree tracking) for very dynamic scenes - defined here as scenes where more than 30% of objects have their `Transform` updated. - This is configurable with a percentage threshold, or it can be unconditionally enabled or disabled when setting to `0.0` or `1.0` to avoid the cost of computing the threshold. - For dynamic scenes, this makes transform prop much faster, twice as fast in the stress tests shown here. ## Testing transform_hierarchy stress tests, all of these cases spawn about a quarter million entities: - humanoids_active - dynamic scene that should be faster than `main`: <img width="609" height="395" alt="image" src="https://github.com/user-attachments/assets/bf3d6b93-aa09-4440-b8ac-18af7e46a00f" /> - humanoids_inactive - static scene that should be unchanged from `main`: <img width="631" height="377" alt="image" src="https://github.com/user-attachments/assets/a0306109-600b-4cdd-a217-5cc15e269bca" /> - humanoids_mixed - half dynamic scene that should be faster than `main` <img width="604" height="372" alt="image" src="https://github.com/user-attachments/assets/2751ece2-d4b9-4daa-af24-fe379eaf75b2" /> - large_tree - dynamic scene (50% of entities are moved) we expect to see improvements <img width="665" height="371" alt="image" src="https://github.com/user-attachments/assets/c6b08abe-eb1d-44fb-be36-457f9d5ba78e" />
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# Objective - Follow up from previous transform optimization (#18589), make the `mark_dirty_trees` system more intelligent - don't run this expensive static scene optimization for dynamic scenes. - Using a threshold was mentioned as a follow up in that PR, and we also want this threshold to be user-configurable. - This was not implemented previously because the optimizations were still large improvements even in dynamic scenes thanks to the improved parallelism #17840 ## Solution - Don't run static scene optimization (dirty tree tracking) for very dynamic scenes - defined here as scenes where more than 30% of objects have their `Transform` updated. - This is configurable with a percentage threshold, or it can be unconditionally enabled or disabled when setting to `0.0` or `1.0` to avoid the cost of computing the threshold. - For dynamic scenes, this makes transform prop much faster, twice as fast in the stress tests shown here. ## Testing transform_hierarchy stress tests, all of these cases spawn about a quarter million entities: - humanoids_active - dynamic scene that should be faster than `main`: <img width="609" height="395" alt="image" src="https://github.com/user-attachments/assets/bf3d6b93-aa09-4440-b8ac-18af7e46a00f" /> - humanoids_inactive - static scene that should be unchanged from `main`: <img width="631" height="377" alt="image" src="https://github.com/user-attachments/assets/a0306109-600b-4cdd-a217-5cc15e269bca" /> - humanoids_mixed - half dynamic scene that should be faster than `main` <img width="604" height="372" alt="image" src="https://github.com/user-attachments/assets/2751ece2-d4b9-4daa-af24-fe379eaf75b2" /> - large_tree - dynamic scene (50% of entities are moved) we expect to see improvements <img width="665" height="371" alt="image" src="https://github.com/user-attachments/assets/c6b08abe-eb1d-44fb-be36-457f9d5ba78e" />
mockersf
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# Objective - Follow up from previous transform optimization (#18589), make the `mark_dirty_trees` system more intelligent - don't run this expensive static scene optimization for dynamic scenes. - Using a threshold was mentioned as a follow up in that PR, and we also want this threshold to be user-configurable. - This was not implemented previously because the optimizations were still large improvements even in dynamic scenes thanks to the improved parallelism #17840 ## Solution - Don't run static scene optimization (dirty tree tracking) for very dynamic scenes - defined here as scenes where more than 30% of objects have their `Transform` updated. - This is configurable with a percentage threshold, or it can be unconditionally enabled or disabled when setting to `0.0` or `1.0` to avoid the cost of computing the threshold. - For dynamic scenes, this makes transform prop much faster, twice as fast in the stress tests shown here. ## Testing transform_hierarchy stress tests, all of these cases spawn about a quarter million entities: - humanoids_active - dynamic scene that should be faster than `main`: <img width="609" height="395" alt="image" src="https://github.com/user-attachments/assets/bf3d6b93-aa09-4440-b8ac-18af7e46a00f" /> - humanoids_inactive - static scene that should be unchanged from `main`: <img width="631" height="377" alt="image" src="https://github.com/user-attachments/assets/a0306109-600b-4cdd-a217-5cc15e269bca" /> - humanoids_mixed - half dynamic scene that should be faster than `main` <img width="604" height="372" alt="image" src="https://github.com/user-attachments/assets/2751ece2-d4b9-4daa-af24-fe379eaf75b2" /> - large_tree - dynamic scene (50% of entities are moved) we expect to see improvements <img width="665" height="371" alt="image" src="https://github.com/user-attachments/assets/c6b08abe-eb1d-44fb-be36-457f9d5ba78e" />
mockersf
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# Objective - Follow up from previous transform optimization (#18589), make the `mark_dirty_trees` system more intelligent - don't run this expensive static scene optimization for dynamic scenes. - Using a threshold was mentioned as a follow up in that PR, and we also want this threshold to be user-configurable. - This was not implemented previously because the optimizations were still large improvements even in dynamic scenes thanks to the improved parallelism #17840 ## Solution - Don't run static scene optimization (dirty tree tracking) for very dynamic scenes - defined here as scenes where more than 30% of objects have their `Transform` updated. - This is configurable with a percentage threshold, or it can be unconditionally enabled or disabled when setting to `0.0` or `1.0` to avoid the cost of computing the threshold. - For dynamic scenes, this makes transform prop much faster, twice as fast in the stress tests shown here. ## Testing transform_hierarchy stress tests, all of these cases spawn about a quarter million entities: - humanoids_active - dynamic scene that should be faster than `main`: <img width="609" height="395" alt="image" src="https://github.com/user-attachments/assets/bf3d6b93-aa09-4440-b8ac-18af7e46a00f" /> - humanoids_inactive - static scene that should be unchanged from `main`: <img width="631" height="377" alt="image" src="https://github.com/user-attachments/assets/a0306109-600b-4cdd-a217-5cc15e269bca" /> - humanoids_mixed - half dynamic scene that should be faster than `main` <img width="604" height="372" alt="image" src="https://github.com/user-attachments/assets/2751ece2-d4b9-4daa-af24-fe379eaf75b2" /> - large_tree - dynamic scene (50% of entities are moved) we expect to see improvements <img width="665" height="371" alt="image" src="https://github.com/user-attachments/assets/c6b08abe-eb1d-44fb-be36-457f9d5ba78e" />
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Objective
TransformPlugin#18321Solution
Testing