Re:Fall cleaning: Optimizing V8 memory consumption
by duncanawoods on Saturday October 08, 2016 @02:24AM
(#12665920)
You are going to hate this one but its effective - divide and conquer. Just strip out features in a binary-chop fashion and rerun the memory profile. Depending on the code, it doesn't take as long as you think it will to get to small units of functionality e.g. sounds like just commenting out the 3d engine render step would be informative to you.
[ Parent
| on HN ]
Re:Fall cleaning: Optimizing V8 memory consumption
by fenomas on Saturday October 08, 2016 @03:42AM
(#12666076)
As I commented to a different reply, skipping the render step does indeed remove the sawtooth, which is why I think the problem is in the 3D engine. Past that, it's not so easy to jump into a three.js-sized chunk of 3rd party code and find atomic things that can be turned off in such a way that everything else still functions.
(I mean, not to suggest that what you describe isn't useful - I'm just hoping to use profiling tools to attack from a different direction.)
Re:Fall cleaning: Optimizing V8 memory consumption
by duncanawoods on Saturday October 08, 2016 @04:11AM
(#12666132)
Understood.
>> not so easy to jump into a three.js-sized chunk of 3rd party code and find atomic things that can be turned off
Incidentally, doing a dissection like this is actually an engaging way to learn a big chunk of 3rd party code compared to just staring at it. By stubbing out various pieces you learn where the joints are where things are entangled nests of sorrow.