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Help  Performance issue and massive frame drops
#3
(07-01-2020, 11:05 AM)josemendez Wrote: Whenever a performance issue arises, profiling is the answer. 6 low-res ropes at 10 fps is not normal. I'd expect around 200-300 fps at the very least, even more in a standalone build. We got 50 1-meter ropes running at 60 fps in an iPad, so a i7 should be able to handle many more.

My take would be this is a case of death spiraling. Take a look at the profiler and see how many times per frame is FixedUpdate() being called. More than once per frame would confirm my guess. If that's the case, lower Unity's max timestep setting.

Also a hint: use substeps instead of iterations if possible. They boost convergence (roughly translates to increased stiffness) a lot more, for the same cost. This is thoroughly explained in the manual, see:
http://obi.virtualmethodstudio.com/tutor...gence.html

By reducing the max timestep it makes the game run slower with a higher fps. This is not desired. On top of that even when I get the Obi fixed update to be called 1 per frame, that single fixed update is using 20% of cpu time. That is a lot
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RE: Performance issue and massive frame drops - by hazneliel - 20-02-2020, 06:52 PM