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Rope Disable/Enable
#7
(08-09-2017, 08:53 PM)ptrick Wrote: OK did some more testing regarding performance and I was able to have 125 ropes in a scene (stopped adding more after that) with NO performance implications by disabling the solvers when the ropes are idle.

I am giving every rope its own solver and I am disabling the solvers after the rope has settled down.

It appears that the solver itself uses very little memory and when they are disabled, there is no overhead CPU wise. This seems to be the best way performance wise to ensure no FPS dips.

I am not disabling the Obi Rope component at all, just the Obi Solvers and this is working great

I know this is an old thread, but I just wanted to say thanks for recording these findings in a place others can see it.  I have problems with a crash relating to try to attach a static ObiSolver to a dynamically instantiated prefab, and I had concerns about performance loss for making a gazoodle of ObiSolvers when I put it directly in the prefab I'm instantiating (which solves the crash).  

You just saved me a lot of worry that I might be causing myself some performance problems by doing something which on the surface seemed wrong to me.
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Messages In This Thread
Rope Disable/Enable - by ptrick - 08-09-2017, 05:53 PM
RE: Rope Disable/Enable - by niZmo - 08-09-2017, 06:35 PM
RE: Rope Disable/Enable - by ptrick - 08-09-2017, 07:18 PM
RE: Rope Disable/Enable - by niZmo - 08-09-2017, 07:27 PM
RE: Rope Disable/Enable - by ptrick - 08-09-2017, 07:32 PM
RE: Rope Disable/Enable - by ptrick - 08-09-2017, 08:53 PM
RE: Rope Disable/Enable - by Lluluien - 09-08-2018, 04:48 PM
RE: Rope Disable/Enable - by ptrick - 09-08-2018, 05:03 PM