13-02-2020, 02:04 PM
(13-02-2020, 01:14 PM)josemendez Wrote: All Obi assets (save for ObiFluid) are renderer agnostic, should support all SRPs. There's a patch available for the rope line renderer in LWRP (it's simply that Unity calls a different callback function for camera rendering in LWRP than it does in the built-in pipeline), if you need it let me know.
I would really like that yes.
My current status is that I can render my entire scene with around 100k tris perfectly in unity 2019.2.21 (without ropes) at 72 frames using multi-view on quest.
Adding the ropes I dip to around 55 fps. When debugging on device my application is definitely CPU bound.
I read that single-pass stereo rendering should be better for the CPU, but it's apparently broken in 2019.2. I'm currently trying to upgrade the whole project to 2019.3 including upgrading to LWRP/URP, to get single pass rendering working.
I guess single pass wont give me much performance increase compared to no ropes, but its worth a try.
As you mentioned in another thread of mine, its the mesh updating of the ropes on the CPU that takes a lot of time (and not really the physics). I'll try with fewer substeps / higher time stamp after I get a 2019.3 build working (or when I give up and return to 2018.2 and multi-view).
All this broken unity VR support/render pipeline talk is not really relevant for the Obi forums, so sorry for dragging it into the discussion and thank you for your patience