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Multiple obi solvers
#9
(21-01-2022, 03:57 PM)josemendez Wrote: For only 12 actors, AddActor() should be quite fast. I see no reason for it to trigger this.

I'm out of ideas at this point. Would it be possible for you to share with me a scene/project that reproduces this? You can send it to support(at)virtualmethodstudio.com, I will take a look and hopefully find the culprit.

(*)Edit: How many colliders do you have in your scene? in particular,  how many MeshColliders? When a backend is first initialized, collider data is generated. If you have many different mesh colliders, the cost of building BVHs for all those can add up. That would explain that the amount of actors in the scene does not seem to affect performance, but this is just a guess.

kind regards,

Unfortunately I can't give you a scene, because it's a huge project that I can't share at all... but thank you for offering !

For colliders, there is like dozen of mesh colliders and box colliders, could it be the cause of all this ?
Excuse my ignorance but what are BVHs ?
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Messages In This Thread
Multiple obi solvers - by lufydad - 17-01-2022, 10:42 AM
RE: Multiple obi solvers - by josemendez - 17-01-2022, 11:01 AM
RE: Multiple obi solvers - by lufydad - 17-01-2022, 03:21 PM
RE: Multiple obi solvers - by josemendez - 17-01-2022, 08:14 PM
RE: Multiple obi solvers - by lufydad - 19-01-2022, 05:18 PM
RE: Multiple obi solvers - by josemendez - 20-01-2022, 11:00 AM
RE: Multiple obi solvers - by lufydad - 21-01-2022, 03:50 PM
RE: Multiple obi solvers - by josemendez - 21-01-2022, 03:57 PM
RE: Multiple obi solvers - by lufydad - 21-01-2022, 04:39 PM
RE: Multiple obi solvers - by josemendez - 21-01-2022, 06:12 PM
RE: Multiple obi solvers - by lufydad - 24-01-2022, 02:10 PM
RE: Multiple obi solvers - by josemendez - 24-01-2022, 03:05 PM
RE: Multiple obi solvers - by lufydad - 24-01-2022, 04:10 PM
RE: Multiple obi solvers - by josemendez - 25-01-2022, 09:32 AM