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Help  Cloth Folding
#3
Thanks a lot for your detailed reply!

You gave me a lot of enthusiasm to get this done with Obi.

I want to just clarify, right now my square sails only have 144 vertices/particles, thats the same for big and small ones, So I can optimize the smaller ones down to less even.

Anyway 30 sails is probably the max amount of sails ill have on the biggest ship in game. And I could bring it down to 20 or 18 even for the biggest ships if needed.
Then having 5 of those in a scene at once will be a very rare outlier case (180 sails at once, divided over 5 ships)(almost 200)
An "average" scene could have anywhere from 10 sails total to 100 sails total, multiple smaller, medium ships etc.
After all the smallest ship can do with just 1 or 2 sails total.

Anyway 200 * 144 = 28.800 ( But thats too high because the smaller sails have less than 144)
28.800 * 2 = 57.400 particle calculations per fixed update... on the rare outlier case
29.000 particle updates on an average scene.

What happens when a cloth is torn? Do some particles get "simulated out", does the cloth become more performant as it loses particles?
And finally my last question, since its all using Burst and Jobs, do you think 40-50k particle updates per fixed update is performant or what would you think is about the max particles per fixed update, even if its just a very rough estimate?

Again thanks!

Cheers
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Messages In This Thread
Cloth Folding - by obitwokenobi - 04-10-2022, 09:27 PM
RE: Cloth Folding - by josemendez - 05-10-2022, 07:59 AM
RE: Cloth Folding - by obitwokenobi - 05-10-2022, 01:21 PM
RE: Cloth Folding - by josemendez - 05-10-2022, 01:39 PM