summaryrefslogtreecommitdiff
path: root/EFFECT_DEPTH_ANALYSIS.md
diff options
context:
space:
mode:
Diffstat (limited to 'EFFECT_DEPTH_ANALYSIS.md')
-rw-r--r--EFFECT_DEPTH_ANALYSIS.md115
1 files changed, 0 insertions, 115 deletions
diff --git a/EFFECT_DEPTH_ANALYSIS.md b/EFFECT_DEPTH_ANALYSIS.md
deleted file mode 100644
index 7a33baf..0000000
--- a/EFFECT_DEPTH_ANALYSIS.md
+++ /dev/null
@@ -1,115 +0,0 @@
-# Effect Depth Analysis Results
-
-## Overview
-The `seq_compiler` tool now includes a `--analyze` flag to identify performance bottlenecks by analyzing how many effects are stacked (running simultaneously) at each moment in the demo.
-
-## Usage
-
-```bash
-# Analyze effect stacking depth
-./build/seq_compiler assets/demo.seq --analyze
-
-# Generate analysis with visual Gantt chart
-./build/seq_compiler assets/demo.seq --analyze --gantt-html=timeline_analysis.html
-```
-
-## Current Demo Analysis (demo.seq)
-
-### Summary
-- **Timeline duration**: 36s (65 beats @ 120 BPM)
-- **Total effects**: 57
-- **Max concurrent effects**: 11 at t=8.8s ⚠️
-- **Bottleneck periods**: 28 time periods with >5 effects
-
-### Effect Depth Distribution
-
-| Depth | Time % | Severity |
-|-------|--------|----------|
-| 1-2 | 28.3% | Light |
-| 3-4 | 26.1% | Moderate |
-| 5-6 | 15.9% | Heavy |
-| 7-11 | 29.6% | Critical ⚠️ |
-
-**Key Finding**: Nearly 30% of the demo has 7+ effects running simultaneously, which may cause frame rate drops on lower-end hardware.
-
-### Identified Bottlenecks
-
-**Most Critical Sections** (10+ concurrent effects):
-
-1. **t=4.3s** (10 effects): FlashCubeEffect, FadeEffect, ParticleSprayEffect, ParticlesEffect, GaussianBlurEffect, HeptagonEffect, ThemeModulationEffect, ChromaAberrationEffect, SolarizeEffect, FlashEffect
-2. **t=8.6s** (10 effects): FlashCubeEffect, ThemeModulationEffect, ParticleSprayEffect, ParticlesEffect, Hybrid3DEffect, GaussianBlurEffect, ChromaAberrationEffect, HeptagonEffect, FlashEffect (×2)
-3. **t=8.8s** (11 effects) - **Peak bottleneck**
-
-**Heavy Sections** (7-9 concurrent effects):
-- t=4.9s: 9 effects
-- t=6.7s: 9 effects
-- t=7.3s: 7 effects
-- t=7.9s: 8 effects
-- t=9.1s: 9 effects
-- ... and 18 more peaks
-
-### Recommendations
-
-**Immediate Actions**:
-1. **Reduce overlap at t=8.8s**: The 11-effect peak is excessive. Consider:
- - Staggering effect start/end times by 0.1-0.2s
- - Removing redundant effects (e.g., duplicate FlashEffect instances)
- - Combining similar effects (e.g., multiple GaussianBlur passes)
-
-2. **Optimize sequence at 8b-12b** (4-6 seconds):
- - This section has sustained high effect counts (6-10 effects)
- - Consider moving some post-processing effects to later sequences
- - Test frame rate on target hardware during this section
-
-3. **Profile specific effects**:
- - GaussianBlurEffect appears frequently (28 instances)
- - Hybrid3DEffect runs for long durations (20s total)
- - ChromaAberrationEffect appears in most bottleneck periods
-
-**Optimization Strategies**:
-- Use priority layering to ensure critical effects render at higher priority
-- Consider effect LOD (Level of Detail) system for lower-end hardware
-- Combine multiple post-process passes into single shaders where possible
-- Profile GPU time per effect to identify true bottlenecks (not just count)
-
-### Effect Frequency Analysis
-
-**Most Used Effects** (estimated from analysis output):
-1. GaussianBlurEffect: ~10 instances
-2. HeptagonEffect: ~9 instances
-3. ThemeModulationEffect: ~7 instances
-4. ChromaAberrationEffect: ~6 instances
-5. FlashCubeEffect: ~6 instances
-6. ParticleSprayEffect: ~5 instances
-7. ParticlesEffect: ~5 instances
-8. SolarizeEffect: ~4 instances
-9. Hybrid3DEffect: ~3 instances
-10. FadeEffect: ~2 instances
-
-**Insight**: GaussianBlur and Heptagon effects are the most heavily used - optimizing these will have the biggest impact on overall performance.
-
-## Technical Details
-
-### Analysis Method
-- Samples timeline at 10 Hz (every 0.1s)
-- Counts overlapping effect time ranges at each sample
-- Generates histogram of effect depth distribution
-- Identifies peaks (>5 effects) with at least 0.5s separation
-
-### Limitations
-- Does not measure actual GPU/CPU time per effect (only counts)
-- Assumes all effects have equal performance cost (not true in practice)
-- Does not account for effect complexity (e.g., particle count, shader passes)
-
-### Future Improvements
-- Add GPU profiling integration (Tracy, RenderDoc)
-- Weight effects by estimated performance cost
-- Suggest specific optimizations per bottleneck
-- Generate timeline heatmap visualization
-- Compare multiple .seq files (before/after optimization)
-
----
-
-**Generated**: February 8, 2026
-**Analysis Tool**: seq_compiler v1.1 (--analyze flag)
-**Target**: assets/demo.seq