04-11-2020, 11:22 AM
(This post was last modified: 04-11-2020, 11:29 AM by josemendez.)
(04-11-2020, 11:17 AM)whitexroft Wrote: I dont understand what do you mean by enabling burst for platform, you have seen the AOT settings. Im gonna check that Windows SDK and c++ build tools are installed, and try again
I saw your attached screenshot after writing my reply, so I edited it to include the suggestion about SSE4. If this doesn't get performance on par with the editor, then we should look elsewhere for differences that could explain the worse performance:
- Are you profiling a development build?
- Do you have different quality settings for the build?
- Are you building a 32 bit standalone instead of a 64 bit one?
(04-11-2020, 11:17 AM)whitexroft Wrote: About the lazy initialization, what happens if there are a whole bunch of scenes, and all have sometimes OniWorldCollision, sometines BurstWorldCollision saved in them, sometimes both.
This is totally fine. If some solvers in your scene use the Oni backend, others use the Burst backend, or have used either at some point in time, both instances might exist and/or be used. If you remove them, they will be re-created when needed.