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Parallel GPU buffer writes #22314
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alice-i-cecile
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aevyrie:parallel-gpu-buffer-writes
Jan 5, 2026
Merged
Parallel GPU buffer writes #22314
alice-i-cecile
merged 3 commits into
bevyengine:main
from
aevyrie:parallel-gpu-buffer-writes
Jan 5, 2026
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james7132
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LGTM for correctness
Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com>
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Revisted benchmarks on latest main, and improvements are still reproducible.
Bottle eck is mesh collection, which is improved in #22297. |
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# Objective - After a series of optimizations making render and postupdate more parallel, `write_batched_instance_buffers` was regularly one of the largest spans with very low thread use, sitting at 4ms in 1 4ms frame. This makes it an ideal target to improve throughput. Note this screenshot doesn't include some visibility system optimizations: <img width="650" height="718" alt="image" src="https://github.com/user-attachments/assets/bbd6762b-5145-48f8-a427-5da3cb11a04a" /> ## Solution - Spawn tasks for writing buffers to the GPU. This is especially helpful for `current_input_buffer` and `previous_input_buffer`, which take about the same time and are the longest buffer writes - moving these to tasks effectively halves the time spent in the system. <img width="588" height="251" alt="image" src="https://github.com/user-attachments/assets/0a086e7a-1d3c-4c17-9d66-eff94196943d" /> - In the 250k bevymark_3d stress test, this saves 1.7ms in the system, and 2.8ms in frame time frametime <img width="620" height="376" alt="image" src="https://github.com/user-attachments/assets/a4c106ac-7668-4f8a-970f-71cbb8be851c" /> system <img width="1384" height="744" alt="image" src="https://github.com/user-attachments/assets/5c42227d-8ee5-4b84-bc1a-c04768356255" /> ## Testing - `cargo rer bevymark_3d --features=debug,trace_tracy -- --benchmark --waves 250 --per-wave 1000` --------- Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com>
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A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
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Objective
write_batched_instance_bufferswas regularly one of the largest spans with very low thread use, sitting at 4ms in 1 4ms frame. This makes it an ideal target to improve throughput. Note this screenshot doesn't include some visibility system optimizations:Solution
current_input_bufferandprevious_input_buffer, which take about the same time and are the longest buffer writes - moving these to tasks effectively halves the time spent in the system.frametime
system
Testing
cargo rer bevymark_3d --features=debug,trace_tracy -- --benchmark --waves 250 --per-wave 1000