It's not meant to be human-readable, is it?
No, you need kcachegrind
Looks like Compression is one of the biggest single things in these profiles. It might be worth tuning the compression value a little.
Okay, thanks.
How does the redstone simulator perform, could I ask?
I have no idea how to interpret those.
Tigerw, if you want easy-to-get, easy-to-interpret results on Windows, try compiling the solution in ReleaseProfile mode and then using the $/MCServer/run_profile.cmd script. Have a look inside the script, first, it will point you to the tools you need to install. You may need to run the script elevated (as admin) on WinVista+.
It produces results like these:
![[Image: profiler_gen.png]](http://xoft.cz/img/mcs/profiler_gen.png)
. The readstone simulator isn't coming up on the traces much so its very fast when not being used.
Thanks xoft and tycho.
I'll have a look at profiling on windows soon.
Currently the biggest CPU eater for me is the mob processing - it allocates and deallocates several structures for all mobs every tick; the allocations are killing everything.
For me mobs are using about a third of cpu but there spread over a lot of functions so its hard to find somewhere worth optimising. For me the big cpu killer is compression, consistently using a third of cpu regardless of load. It might be worth tuning the compression parameters or looking at why so many chunks are being saved.
(01-17-2014, 02:34 AM)worktycho Wrote: [ -> ]For me mobs are using about a third of cpu but there spread over a lot of functions so its hard to find somewhere worth optimising. For me the big cpu killer is compression, consistently using a third of cpu regardless of load. It might be worth tuning the compression parameters or looking at why so many chunks are being saved.
I think the mob code was slow because it had to gather all the mobs each tick or something, but that might already have changed.