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First pass at performance testing #1198
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Derived from FLoadAllMapsInEditorTest in EditorAutomationTests.cpp
Fix raster imagery not showing. Name actors for convenience
…tiles loaded (still WIP)
And don't run performance tests on CI
Thanks for the pull request @csciguy8!
Reviewers, don't forget to make sure that:
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When PIE ends, it seems to clear all tiles. Before we froze the state of what the test loaded, which was useful. But it's not all that useful to just see nothing when the test ends. Let it stream it all back in. Also, move play session param to context so it can be configured if needed
Melbourne 'after' test is temporarily commented out
Useful when debugging
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Looks good! Just a couple of last small details here.
Thanks for the the review @kring . Ready for another look. |
@@ -2077,25 +2077,25 @@ void ACesium3DTileset::Tick(float DeltaTime) { | |||
CreateViewStateFromViewParameters(camera, unrealWorldToCesiumTileset)); | |||
} | |||
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Cesium3DTilesSelection::ViewUpdateResult result; | |||
const Cesium3DTilesSelection::ViewUpdateResult* result; |
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Nitpick, but it would be better to name this pResult
. https://github.com/CesiumGS/cesium-native/blob/main/doc/style-guide.md#-naming
Sometimes we use Unreal's naming conventions instead (we should be more consistent about this), in which case the proper name would be Result
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I'll make this change and then merge this in order to avoid another cycle just for trivial changes.
Add suite of performance tests for Google 3D Photorealistic tiles
Thanks @csciguy8! 🎉 |
Add initial performance testing for Unreal. Also adds profiling guides for MSVS CPU usage and Unreal Insights.
Similar to unit tests, performance tests can be run using the Unreal Automation System. The goal is to create repeatable scenarios used for assessing various performance criteria. They are programmatically generated, can pass / fail based on whatever criteria we chose, and can eventually run on continuous integration (CI).
This PR adds a 2 simple load tests, each using different locations, and will measure the time it takes for all tilesets to load fully. Results are output to the console (log). If you are running from the editor when the test has finished, you will see the scene that was generated and all tiles frozen in place.
Comments welcome. This PR was intentionally left simple to serve as discussion for future work in this area.
Relates to cesium-native issue 698