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Performance issue on specific Windows desktop machine
#5
Ha! That is exactly what we are doing. Fairly large cloth with ~6600 particles (vertices).

We are using a custom version of the ObiAmbientForceZone, where we use 3D Perlin noise and we sum it up with various difference forces to obtain the desired behaviour. We then use actor.solver.wind to apply to each particle.

Everything else in the solver is set to parallel with 1 iteration for now. We are using self collisions, surface collisions are prohibitive at the moment.

We were thinking of shifting the force calculations to the Jobs system or to a compute shader to increase performance.

Any thoughts or reasons why this is a bad idea?

By the way this asset is phenomenal!!!

Many thanks

M
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RE: Performance issue on specific Windows desktop machine - by michele_lf - 18-10-2022, 11:27 PM