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+# 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