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Multiple obi solvers
#8
(21-01-2022, 03:50 PM)lufydad Wrote: With only 3 actors (instead of 12) the problem seems similar : https://imgur.com/a/r2mQwZy. It looks like the death spiral is triggered by the function AddActor of ObiSolver (see https://imgur.com/a/eYkvepv).
Is there a way to improve it ? by changing some parameters for example ?

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,
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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