08-17-2012, 05:54 PM
You can't compare the performance on an ARM to performance on an Intel. The two have a very different architecture, what works well for one doesn't work that well for the other. So until you test on the actual hardware, there's no way to tell what's performing well and what not.
My guess is that DistortedVoronoi Biomes with Biomal heightgen and compositiongen will be the least of your problems, since the ARM has enough registers to calculate the underlying cNoise very fast.
Here's my profiling results from running on a RaspberryPi, which is an ARM-based device:
The results on any ARM-based Android shouldn't be too far from these. And as you can see, the narrowest bottlenecks are lighting, compression and wormnest caves; all the biome-related code ran in under 6 %.
My guess is that DistortedVoronoi Biomes with Biomal heightgen and compositiongen will be the least of your problems, since the ARM has enough registers to calculate the underlying cNoise very fast.
Here's my profiling results from running on a RaspberryPi, which is an ARM-based device:
Code:
% cumulative self self total
time seconds seconds calls s/call s/call name
17.84 10.22 10.22 398 0.03 0.03 cLightingThread::PrepareSkyLight()
12.50 17.38 7.16 882 0.01 0.02 deflate_slow
10.77 23.55 6.17 1217115 0.00 0.00 cCaveTunnel::ProcessChunk()
10.10 29.34 5.79 15968 0.00 0.00 fill_window
8.38 34.14 4.80 1345982 0.00 0.00 longest_match
8.25 38.87 4.73 422 0.01 0.04 cLightingThread::LightChunk()
5.85 42.22 3.35 370359 0.00 0.00 cHeiGenBiomal::GetHeightAt()
5.69 45.48 3.26 8901 0.00 0.00 cLightingThread::CalcLightStep()
4.08 47.82 2.34 484 0.00 0.00 cChunk::CreateBlockEntities()
2.34 49.16 1.34 478 0.00 0.02 cStructGenTrees::GenStructures()
2.09 50.36 1.20 1775634 0.00 0.00 cNoise::CubicNoise2D() const
1.75 51.36 1.00 6123 0.00 0.00 adler32
1.66 52.31 0.95 726731 0.00 0.00 cBioGenVoronoi::VoronoiBiome()
1.43 53.13 0.82 426000 0.00 0.00 cNoise::CubicNoise3D() const
1.20 53.82 0.69 1814 0.00 0.00 cIniFile::FindValue() const