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Help  ObiSolver.Lateupdate() bad performance
#10
(16-12-2019, 05:03 PM)josemendez Wrote: We expect this to change once we move to Unity's new mathematics library with support for vectorization and make use of Jobs and the Burst compiler.
 
Hi Again,
What's the status of this? I ask because I can confirm that the rope rendering (extruder or line-renderer) is still the MOST heavy operations of running ropes on mobile devices (we're upgraded to oculus quest 2 but having hard times with ~300 particles and just the line renderer. I can run roughly twice as many particles when not using any rope renderers.

Also, I noticed significantly lower performance when building with IL2CPP over Mono.
200 particles on two ropes with a line renderer and full smoothing runs around 72 fps on the Quest 2 with Mono, but 31 fps with IL2CPP ARM64.
Any apparent reasons for this?

As a last question, it looks like we used to be able to make bending constraints at start/ends of ropes;

https://youtu.be/pe5mROQqPv8?t=86

I would like to mimic this behavior for particle attachments and/or stitches.
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Messages In This Thread
RE: ObiSolver.Lateupdate() bad performance - by TheMunk - 04-08-2021, 04:07 PM