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Help  Cloth Folding
#4
(05-10-2022, 01:21 PM)obitwokenobi Wrote: 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.

29.000 is doable, depending on your hardware.

(05-10-2022, 01:21 PM)obitwokenobi Wrote: What happens when a cloth is torn? Do some particles get "simulated out", does the cloth become more performant as it loses particles?

Quite the opposite: tearing generates additional particles, the more you tear a cloth the costlier it gets to simulate it. I fail to see how tearing could possibly result in less particles/vertices, that's usually what happens when you merge vertices (the opposite of tearing) or collapse edges in a mesh. Taking particles out would simply open gaping holes in the mesh, which is not what you'd usually refer to as "tearing".

(05-10-2022, 01:21 PM)obitwokenobi Wrote: 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?

Very much depends on your target hardware, your quality requirements, etc. Here's a detailed performance analysis:
http://obi.virtualmethodstudio.com/performance.html

9 * 2552 = 22968 particles, 1 substep, 2 distance iterations @ 17 ms/frame with collision and self collisions, which is roughly 60 fps just for the cloth. Without collisions/self collisions performance would improve enough to hit 30000 particles in the same time per frame. Still, unless sail simulation is absolutely paramount for your game's mechanics I'd go the procedural animation route.

kind regards,
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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