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Poor Sample Performance
#4
(01-09-2018, 01:39 AM)Armadous Wrote: Hi

Thanks for the follow up. I updated unity to the latest version (2018.2.6f1 Personal) and imported ObiFluid into a fresh project and things got a little better. I'm not seeing the same physics clipping behavior and the performance has improved slightly.

https://i.imgur.com/ELoHwmV.gifv

It was tough to get a screenshot from the profiler, it has a tendency to crash unity.

[Image: lOsG0zy.png]

And the unity Profiler. This is the export from the Unity profiler. https://www.dropbox.com/s/is7n0itxhlgjsm...ofile.data
[Image: sDibtjc.png]

Looks like a bad case of death spiralling, since the per-frame times reported by Unity and those reported by the Obi inspector are completely different (Obi reports 33 ms/frame, Unity reports 130 ms/frame) See:
https://www.youtube.com/watch?v=sUVqa-72-Ms

The solution would be to reduce Unity's "max allowed timestep":
https://docs.unity3d.com/Manual/class-TimeManager.html
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Messages In This Thread
Poor Sample Performance - by Armadous - 25-08-2018, 07:34 PM
RE: Poor Sample Performance - by josemendez - 27-08-2018, 06:37 PM
RE: Poor Sample Performance - by Armadous - 01-09-2018, 01:39 AM
RE: Poor Sample Performance - by josemendez - 01-09-2018, 09:14 AM
RE: Poor Sample Performance - by Armadous - 01-09-2018, 06:33 PM
RE: Poor Sample Performance - by josemendez - 05-09-2018, 05:05 PM
RE: Poor Sample Performance - by Armadous - 09-09-2018, 12:25 AM
RE: Poor Sample Performance - by josemendez - 09-09-2018, 02:49 PM
RE: Poor Sample Performance - by Evgenius - 05-09-2018, 12:37 PM
RE: Poor Sample Performance - by Evgenius - 06-09-2018, 08:30 AM
RE: Poor Sample Performance - by AppFreak - 06-09-2018, 06:02 PM
RE: Poor Sample Performance - by SyDRoX - 06-05-2020, 05:56 PM
RE: Poor Sample Performance - by josemendez - 06-05-2020, 07:09 PM