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Performance - ddematheu - 06-11-2018

Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu


RE: Performance - ddematheu - 14-11-2018

(06-11-2018, 08:49 AM)ddematheu Wrote: Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu

Any help with this?


RE: Performance - josemendez - 14-11-2018

(14-11-2018, 05:13 AM)ddematheu Wrote: Any help with this?

Hi there,

You can use both Unity's built-in profiler as well as the ObiProfiler component to see what might be the cause. Quite often people run into death spiralling. This is given away by the fact that FixedUpdate() is being called multiple times per frame. If you are, reduce Unity's "max physics timestep" parameter. See:
https://www.youtube.com/watch?v=sUVqa-72-Ms

Also remember than deep profiling adds a 60-70% overhead, so things will be much much faster with profiling disabled.