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Help  Tips for improving performance?
#3
Thanks for the info! I definitely do have a spiral-of-death problem happening; FixedUpdate gets called on average around 7 times per frame and only gets worse from there when I add characters to the scene. Reducing my maximum time step certainly helps, but limiting it down to 2 or 3 produces very slow and undesirable physics (and even slows my character animations down for some reason that I haven't figured out yet) so I'm at a bit of a loss there. Will have to keep poking around to see if I can get around that any - running Obi at higher timesteps helps with it for the cables, at least.

I'm reluctant to reduce the rope smoothing too much, since these cables are pretty much right up in the VR player's face all the time, but I'll play around with lowering it and maybe reducing the rope resolution some. I used to do the line renderer + normal map when I was rendering my own cables it found it not *too* bad, so maybe I'll switch back to that, too.

In my worst (and only!) scene I currently have 181 ObiCollider objects, 105 of which are not on static objects. This number can get larger depending on how many cables get added to the scenes at runtime, but not by an order of magnitude, and I'll certainly have to cap cable count at some number. If 150 dynamic colliders is the upper end of your stress testing, then it maybe my experience of 20-30% spent on updating those is roughly around what's expected? I'll have to see about trimming some of those down; I'm sure not all of them are necessary, and many of them are on primitives that are part of larger compound colliders that maybe don't need to interact with obi at *all* points.

Thanks again for the info! Cleared up my (apparently common) misconception around FixedUpdate/max timesteps, too.
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Messages In This Thread
Tips for improving performance? - by CageyKG - 17-03-2018, 03:05 AM
RE: Tips for improving performance? - by CageyKG - 20-03-2018, 01:19 AM