It does recover after what seems 10-20 seconds (I haven’t been counting the time) but it has happened a several times as I am in and out of the app.
Also, first load of the Focus panel was very long. Once it finally loaded it seems to be instantaneous so am guessing that it has to be created on first run.
After close to four days of continuous running with this build I can see a slow increase in GC Pause Runtime percentage. This seems much better than previous where the UI would show stoppage of play.
(Disregard the start and end points, it is a graphing issue)
Thanks, everyone here, for posting your feedback and observations! We’re getting an EA build ready with a pretty large batch of performance improvements. Not every fix is a big one on its own, but taken together, the amount of work here is roughly comparable to what went into the previous three releases combined.
A lot of the leaks and GC pressure we found were in paths people use all the time, so we’re hopeful this build will make the client feel noticeably more stable and reduce the slowdowns many of you have been seeing.
That said, we don’t want to overpromise. Performance work like this is rarely ever completely “done.” There may still be leaks hiding in less commonly used parts of the app, or issues that only show up with particular libraries, devices, or usage patterns. We’re continuing to look for those.
Once the build is out (next few days, is my hope), feedback from this group will be extremely valuable. Knowing when the client starts slowing down again, what you were doing beforehand, and under which conditions memory begins to grow will help us find whatever is still left.
My issues are unfortunately still very much there, but it’s great to see such a push from the devs to address these. Here’s to hoping my issues are fixed with the next release