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Reducing idle time on job threads
#3
Thanks for the elaborate information!
I was assuming job dependencies are likely the reason.

I believe the scene is rather simple:
- 1 BoxCollider (Ground)
- 1 MeshCollider using a distance field
- 1 to 8 Cloth actors with 32 particles each; closed convex shape with small particles; surface collisions are enabled because I need somewhat robust collisions between the actors:
   

Solver settings:
- Fixed timestep is around 0.033, the game is capped at 30 fps
   
   

I'm not modifying any simulation parameters at runtime, only evaluating the particle collisions.
I hope this information can be of use.

I was wondering if this code might lead to a situation where jobs are not scheduled when they could be?

Code:
BurstConstraintsImpl.cs

public void ScheduleBatchedJobsIfNeeded()
{
    if (scheduledJobCounter++ > 16)
    {
        scheduledJobCounter = 0;
        JobHandle.ScheduleBatchedJobs();
    }
}

I'm probably just misunderstanding the scheduling process.
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Messages In This Thread
Reducing idle time on job threads - by JanikH - 14-04-2021, 09:52 AM
RE: Reducing idle time on job threads - by JanikH - 14-04-2021, 10:38 AM
RE: Reducing idle time on job threads - by JanikH - 14-04-2021, 02:53 PM
RE: Reducing idle time on job threads - by JanikH - 31-05-2021, 11:09 AM
RE: Reducing idle time on job threads - by JanikH - 01-06-2021, 11:40 AM