27-05-2024, 10:41 PM
(This post was last modified: 27-05-2024, 10:41 PM by Terabytetim.
Edit Reason: spelling
)
(22-05-2024, 08:57 AM)josemendez Wrote: Hi,
Just letting you know we just answered your email. Let me know if we can be of further help.
kind regards,
Hi, I have lost the ability to communicate with the support team again. I'm getting the same message mentioned in my OP about being suspected of spam. Here is the message and attachments I was trying to send
Thank you for the quick response,
Quote:For 2D collisions to work, solvers must be at Z = 0
Ah!! I did not see that Z = 0 requirement in the docs. This fixes 2D collisions.
Quote:The underlying collision detection pipeline is the exact same, so is the math used for collision response.
Quote:Does your profiling data point to collisions as a bottleneck?
I initially thought so, but upon disabling most colliders I’m still seeing performance drops; I need to address issues with my blueprint/scene setup.
If you don’t mind looking, I’ve attached images of my settings and a CPU profiler sample in timeline mode. This was with only 10 colliders in the scene. You can also find the profiler data export here: https://www.dropbox.com/scl/fi/5hqyh465o...0ygow&dl=1
I’m targeting 30FPS on Windows PC. The scene is 2D, except for a 3D car. The game starts running at 42FPS, but often after a few seconds slows to 10-20FPS. Though strangely it sometimes maintains 42FPS the entire game. In the profiler data export, you can see the game starts off rendering decently, then drops significantly in FPS midway through.
Besides lowering my blueprint resolution, are there any settings I could change to improve performance?
Main reason I’m avoiding a resolution change is my particles are already big on screen due to how close the camera is to the scene (9m from water)
Best,
Tim.