So happy I can make a pool now
This is not able with earlier versions of Obi whoo.
I'm just testing with a pool size width 20x10 height 3m
To cover this pool, I used extremely big particle (resolution 0.02, count 15k) on a RTX 3070.
Tbh I do not expect a swap chain crash with just 15k particle, since Unity CPU shuriken only has problem at 10k, so I don't think 15k is heavy for GPU.
But the pool will crash when it about to reach 11k particle.
After more testing, I found out this crash is about the Memory Budget foldout. After I set Max Surface Chunks to 150k (425mb) it can run now, but the GPU cry for help
This is a very important part that will crash Unity if not properly set, so I suggest: when the Emitter detect user give it a very big particle count blueprint, can show a big red warning box telling user must scale the max Surface Chunks accordingly, or even better, suggest a value to set.
Also, in PlayMode the Solver only show Chunks and memory we set, not the Chunks and memory we used up.
Suggest adding to the display used up Chunks / set Chunks . With that I can set the Max Surface Chunks with better value. For now, I can only blindly set. The values I set may be much more than it actually need.
Window Build test: 20ms for this pool, optimization tips please?
Btw, the pool is there, I'll move next to scripting buoyancy, if you please can give some demo code about adding force based on character volume displacement inside the Fluid that would be big help!
This is not able with earlier versions of Obi whoo.
I'm just testing with a pool size width 20x10 height 3m
To cover this pool, I used extremely big particle (resolution 0.02, count 15k) on a RTX 3070.
Tbh I do not expect a swap chain crash with just 15k particle, since Unity CPU shuriken only has problem at 10k, so I don't think 15k is heavy for GPU.
But the pool will crash when it about to reach 11k particle.
After more testing, I found out this crash is about the Memory Budget foldout. After I set Max Surface Chunks to 150k (425mb) it can run now, but the GPU cry for help
This is a very important part that will crash Unity if not properly set, so I suggest: when the Emitter detect user give it a very big particle count blueprint, can show a big red warning box telling user must scale the max Surface Chunks accordingly, or even better, suggest a value to set.
Also, in PlayMode the Solver only show Chunks and memory we set, not the Chunks and memory we used up.
Suggest adding to the display used up Chunks / set Chunks . With that I can set the Max Surface Chunks with better value. For now, I can only blindly set. The values I set may be much more than it actually need.
Window Build test: 20ms for this pool, optimization tips please?
Btw, the pool is there, I'll move next to scripting buoyancy, if you please can give some demo code about adding force based on character volume displacement inside the Fluid that would be big help!