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Help  CPU time-slice rope rendering/physics?
#1
I'm constantly trying to optimize the 500-800 particle ropes in my experience on Oculus Quest. I've tried most of the suggestions regarding unity time steps, sub steps, etc.

Reading this https://thegamedev.guru/unity-performanc...g-secrets/, I was wondering if it would be possible to slice the simulation of my ropes in half by updating (both physics and mesh) at half the frame rate. Many of my ropes do not interact with each other so it wouldn't be a problem if they where updated on different frames. 

Is this even possible with Obi? How could i implement this? 
Can I just set up multiple solvers (one for each group of ropes) and enable/disable them for every other frame or will there be startup/cleanup tasks taking up performance?
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Messages In This Thread
CPU time-slice rope rendering/physics? - by TheMunk - 13-02-2020, 10:27 AM