Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Poor Performance In VR
#2
Both profiler pics clearly show 5 (!) physics steps per frame.

In Unity, you can tell because next to the FixedUpdate.ScriptRunBehaviourFixedUpdateCall, in the "Calls" column, it says '5'.

The Oni profiler shows 5 separate physics updates per frame. (5 columns of spaced apart stuff).

This is typical a case of death spiraling. Reduce your max fixed timestep setting, or optimize the simulation (by reducing the amount of iterations, using a larger timestep, using a smaller neighborhood radius...) until the spiral is no longer triggered.

If this happens without fluid present in the scene, it means your game is just too heavy for the device it is running on. Frames take too long to render, and this forces the physics engine(s) to run several times per frame in order to catch up with rendering, which further worsens performance.
Reply


Messages In This Thread
Poor Performance In VR - by SyDRoX - 10-11-2020, 06:09 PM
RE: Poor Performance In VR - by josemendez - 11-11-2020, 08:49 AM
RE: Poor Performance In VR - by SyDRoX - 11-11-2020, 10:45 AM
RE: Poor Performance In VR - by josemendez - 11-11-2020, 11:01 AM