2014-01-28 00:52:49 +00:00
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# Benchmarks
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Comparing against other serialization solutions, running on Windows 7
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64bit. We use the LITE runtime for Protocol Buffers (less code / lower
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2014-07-18 23:15:10 +00:00
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overhead), Rapid JSON (one of the fastest C++ JSON parsers around),
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and pugixml, also one of the fastest XML parsers.
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2014-01-28 00:52:49 +00:00
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2015-01-31 00:52:22 +00:00
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We also compare against code that doesn't use a serialization library
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at all (the column "Raw structs"), which is what you get if you write
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hardcoded code that just writes structs. This is the fastest possible,
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but of course is not cross platform nor has any kind of forwards /
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backwards compatibility.
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2014-01-28 00:52:49 +00:00
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We compare against Flatbuffers with the binary wire format (as
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intended), and also with JSON as the wire format with the optional JSON
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parser (which, using a schema, parses JSON into a binary buffer that can
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then be accessed as before).
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The benchmark object is a set of about 10 objects containing an array, 4
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strings, and a large variety of int/float scalar values of all sizes,
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meant to be representative of game data, e.g. a scene format.
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2015-01-31 00:52:22 +00:00
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| | FlatBuffers (binary) | Protocol Buffers LITE | Rapid JSON | FlatBuffers (JSON) | pugixml | Raw structs |
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|--------------------------------------------------------|-----------------------|-----------------------|-----------------------|-----------------------| ----------------------| ----------------------|
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| Decode + Traverse + Dealloc (1 million times, seconds) | 0.08 | 302 | 583 | 105 | 196 | 0.02 |
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| Decode / Traverse / Dealloc (breakdown) | 0 / 0.08 / 0 | 220 / 0.15 / 81 | 294 / 0.9 / 287 | 70 / 0.08 / 35 | 41 / 3.9 / 150 | 0 / 0.02 / 0 |
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| Encode (1 million times, seconds) | 3.2 | 185 | 650 | 169 | 273 | 0.15 |
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| Wire format size (normal / zlib, bytes) | 344 / 220 | 228 / 174 | 1475 / 322 | 1029 / 298 | 1137 / 341 | 312 / 187 |
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| Memory needed to store decoded wire (bytes / blocks) | 0 / 0 | 760 / 20 | 65689 / 4 | 328 / 1 | 34194 / 3 | 0 / 0 |
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| Transient memory allocated during decode (KB) | 0 | 1 | 131 | 4 | 34 | 0 |
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| Generated source code size (KB) | 4 | 61 | 0 | 4 | 0 | 0 |
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| Field access in handwritten traversal code | typed accessors | typed accessors | manual error checking | typed accessors | manual error checking | typed but no safety |
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| Library source code (KB) | 15 | some subset of 3800 | 87 | 43 | 327 | 0 |
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2014-01-28 00:52:49 +00:00
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### Some other serialization systems we compared against but did not benchmark (yet), in rough order of applicability:
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- Cap'n'Proto promises to reduce Protocol Buffers much like FlatBuffers does,
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though with a more complicated binary encoding and less flexibility (no
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optional fields to allow deprecating fields or serializing with missing
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fields for which defaults exist).
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It currently also isn't fully cross-platform portable (lack of VS support).
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- msgpack: has very minimal forwards/backwards compatability support when used
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with the typed C++ interface. Also lacks VS2010 support.
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- Thrift: very similar to Protocol Buffers, but appears to be less efficient,
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and have more dependencies.
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- YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.
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- C# comes with built-in serialization functionality, as used by Unity also.
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Being tied to the language, and having no automatic versioning support
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limits its applicability.
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- Project Anarchy (the free mobile engine by Havok) comes with a serialization
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system, that however does no automatic versioning (have to code around new
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fields manually), is very much tied to the rest of the engine, and works
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without a schema to generate code (tied to your C++ class definition).
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