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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 |
