Previously, with no level loaded in the main editor, and no assets loaded
in the EMotionFX editor, the AnimGraph viewport would only update at 15fps,
even on a 64 core machine.
Digging into this with Pix, I found that EMotionFX's UI would only get
updated for every other call to the ComponentApplication tick.
The Editor's QApplication instance controls how the
`ComponentApplication::OnTick` method is called. This is done in the
`maybeProcessIdle()` method. Generally, I found callstacks like this:
```
EditorQtApplication::maybeProcessIdle()
CCryEditApp::OnIdle()
CCryEditApp::IdleProcessing()
CGameEngine::Update() # ~2.2ms
PhysX::Update() # ~1.8ms
EMotionFX::Update() # ~0.2ms
calls QWidget::update() on all the widgets that change per
frame, only puts update events on the event queue, doesn't
paint anything
AZ::ComponentApplication::TickSystem() # ~25ms
renders the frame with Atom # ~24ms
```
The `maybeProcessIdle()` method is invoked by a QTimer, with a timeout
that changes depending on the application state. If the Editor is in
game mode, it used a timeout of 0, which essentially forced the game to
run at as high an fps as possible. If the Editor application has focus,
it used a timeout of 1ms, asking for the idle processing to happen at
1000 fps. Otherwise, it used a timeout of 10ms, asking for idle
processing at 100 fps.
Those fps targets are not realistic. What happened in this case is that
while the PhysX system was being updated, while the previous
`maybeProcessIdle()` call was still processing, the idle processing
timer would timeout again, and place a timer event on Qt's event queue,
before anything else had a chance to do anything. Only afterward would
EMotionFX's MainWindow::OnTick would be invoked, placing paint events on
Qt's event queue.
The fix for this is to use a single shot timer at the end of each
`maybeProcessIdle()` call. This ensures that any events that are
enqueued during the `maybeProcessIdle()` call are processed prior to the
next call to `maybeProcessIdle()`.
Signed-off-by: Chris Burel <burelc@amazon.com>
|
4 years ago | |
|---|---|---|
| .github/ISSUE_TEMPLATE | 4 years ago | |
| Assets | 4 years ago | |
| AutomatedTesting | 4 years ago | |
| Code | 4 years ago | |
| Gems | 4 years ago | |
| Registry | 4 years ago | |
| Templates | 4 years ago | |
| Tools | 4 years ago | |
| cmake | 4 years ago | |
| python | 4 years ago | |
| scripts | 4 years ago | |
| .clang-format | 5 years ago | |
| .editorconfig | 5 years ago | |
| .gitattributes | 5 years ago | |
| .gitignore | 4 years ago | |
| .lfsconfig | 5 years ago | |
| CMakeLists.txt | 4 years ago | |
| CODE_OF_CONDUCT.md | 5 years ago | |
| CONTRIBUTING.md | 5 years ago | |
| Doxyfile_ScriptBinds | 5 years ago | |
| LICENSE.txt | 5 years ago | |
| LICENSE_APACHE2.TXT | 5 years ago | |
| LICENSE_MIT.TXT | 5 years ago | |
| README.md | 4 years ago | |
| RETIRED_CODE.md | 4 years ago | |
| SerializeContextAnalysis.bat | 5 years ago | |
| SliceBuilderSettings.json | 5 years ago | |
| aztest_bootstrap.json | 5 years ago | |
| editor.cfg | 4 years ago | |
| engine.json | 4 years ago | |
| pytest.ini | 4 years ago | |
| system_android_android.cfg | 4 years ago | |
| system_ios_ios.cfg | 4 years ago | |
| system_linux_pc.cfg | 4 years ago | |
| system_mac_mac.cfg | 4 years ago | |
| system_windows_pc.cfg | 4 years ago | |
README.md
O3DE (Open 3D Engine)
O3DE (Open 3D Engine) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Contribute
For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.
Download and Install
This repository uses Git LFS for storing large binary files.
Verify you have Git LFS installed by running the following command to print the version number.
git lfs --version
If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.
Install Git LFS hooks
git lfs install
Clone the repository
git clone https://github.com/o3de/o3de.git
Building the Engine
Build requirements and redistributables
For the latest details and system requirements, refer to System Requirements in the documentation.
Windows
- Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Check System Requirements for other supported versions.
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- C++ 2019 redistributable update
- CMake 3.20.5 minimum: https://cmake.org/download/#latest (Release Candidate versions are not supported)
Optional
- Wwise audio SDK
- For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.
Quick start engine setup
To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE from GitHub in the documentation.
-
Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
-
Install the following redistributables:
- Visual Studio and VC++ redistributable can be installed to any location.
- CMake can be installed to any location, as long as it's available in the system path.
-
Configure the engine source into a solution using this command line, replacing
<your build path>,<your source path>, and<3rdParty package path>with the paths you've created:cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>Example:
cmake -B C:\o3de\build\windows -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packagesNote: Do not use trailing slashes for the <3rdParty package path>.
-
Alternatively, you can do this through the CMake GUI:
- Start
cmake-gui.exe. - Select the local path of the repo under "Where is the source code".
- Select a path where to build binaries under "Where to build the binaries".
- Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
- Name: LY_3RDPARTY_PATH
- Type: STRING
- Value:
<3rdParty package path>
- Click Configure.
- Wait for the key values to populate. Update or add any additional fields that are needed for your project.
- Click Generate.
- Start
-
Register the engine with this command:
scripts\o3de.bat register --this-engine -
The configuration of the solution is complete. You are now ready to create a project and build the engine.
For more details on the steps above, refer to Setting up O3DE from GitHub in the documentation.
Setting up new projects and building the engine
-
From the O3DE repo folder, set up a new project using the
o3de create-projectcommand.scripts\o3de.bat create-project --project-path <your new project path> -
Configure a solution for your project.
cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16"Example:
cmake -B C:\my-project\build\windows -S C:\my-project -G "Visual Studio 16"Note: Do not use trailing slashes for the <3rdParty cache path>.
-
Build the project, Asset Processor, and Editor to binaries by running this command inside your project:
cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /mNote: Your project name used in the build target is the same as the directory name of your project.
This will compile after some time and binaries will be available in the project build path you've specified, under bin/profile.
For a complete tutorial on project configuration, see Creating Projects Using the Command Line Interface in the documentation.
License
For terms please see the LICENSE*.TXT files at the root of this distribution.