(13-02-2020, 03:39 PM)TheMunk Wrote: Just got a build on the Quest running 2019.3 with URP and single pass stereo rendering. Not much performance gain, so time to figure out what I'm going to do with the ropes.
Alright, just tried with timestep 0.08, single substep on a fixed updater, around 100 active particles (forget the 800 i talked about earlier - that was including pooled) and no smoothing with a 4 segment rope section.
In the unity profiler, ObiFixedUpdater.Update() gives around 2ms, while ObiFixedUpdater.FixedUpdate() is at 1 ms.
This results in almost consistent 72 frames on the Quest.
Do you have any recommendations for increasing performance/simulation?
Edit: Is there any way to disable the solver ones all actors have entered sleep mode? (only playerinput will awaken the rope again)
Can I skip the CPU mesh recalculations for ropes that are not moving? (bake ropes on runtime) and re-enable when they should be active?
I hope the Obi line renderer can save me similar performance, cause this timestep is very unrealistic