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Making a Leash
#7
(11-11-2019, 05:37 PM)jpalz Wrote: Hey Jose,
Naturally it will run slower with the deep profiler, but these stutters happen all the time, even with no ropes on the scene and an object with an ObiSolver component active.
Below is a screenshot of the spike with the default profiler:


Disabling the ObiSolver while no ropes are on the scene makes the game run smooth again, but I start seeing these spikes whenever I re-enable it. The leash created is between the player, which has a phase value of 1, and a ball which has a phase value of 2.
Do you have any other suggestions to improve framerate besides increasing the timestep or reducing the maximum fixed timestep?
Thanks!

Hi,

Strange, I'm unable to reproduce any spikes :/. With no ropes in it (thus no active particles), the solver basically does nothing at all. May I see the hierarchy view in your profiler?

Edit:
Here's the tests I performed in a fresh project, using Obi downloaded from the store. Added a new solver to the scene, no spikes at all, performance is exactly the same as with no solvers in the scene. Adding a single 1 meter rope, simulation takes 0.28 ms (multithreaded, 2 cores) and rendering 0.6 ms (single threaded). If you're not getting similar results, there's either some issue in your project or some bug in Obi. Taking a look at where those +60 ms are being spent during the spikes might shed some light!
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Messages In This Thread
Making a Leash - by jpalz - 08-11-2019, 05:28 PM
RE: Making a Leash - by josemendez - 08-11-2019, 06:25 PM
RE: Making a Leash - by jpalz - 08-11-2019, 07:12 PM
RE: Making a Leash - by jpalz - 08-11-2019, 09:07 PM
RE: Making a Leash - by josemendez - 09-11-2019, 08:30 AM
RE: Making a Leash - by jpalz - 11-11-2019, 05:37 PM
RE: Making a Leash - by josemendez - 11-11-2019, 06:01 PM
RE: Making a Leash - by jpalz - 11-11-2019, 07:47 PM
RE: Making a Leash - by josemendez - 12-11-2019, 09:10 AM