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Help  Concerns about performance
#5
(17-10-2023, 02:49 PM)hanlid Wrote: Hi,

We're seeing similar issues as the original poster reports, with BeginStep taking as much as 15ms each frame.

Your answers doesn't really provide a solution for fixing this, so my question is: "is there a way to solve this?". 

I've seen reviews stating how well optimized ObiRope is supposed to be but this plugin is dragging our game's performance down the drain.

Hi,

OP’s issue was mesh generation, which takes place in Interpolate() at the very end of the frame. In his case, the suggested solution was to switch to a simpler rendering method.

I assume you’re using Burst, correct?

Could you share a screenshot of your profiler in timeline mode, with BeginStep clearly visible in it? It should not take more than half a millisecond under normal circumstances, couple milliseconds tops if you have thousands of colliders in the scene. 15 ms means either Burst is not properly compiling the code and falling back to regular C#instead, or some other issue.

Having some more information about your scene setup (how many solvers/updaters in it, solver settings, etc) would be useful too, as it would help me determine what the exact cause might be.

Some general performance tips that could be helpful (most are very basic though):
http://obi.virtualmethodstudio.com/manua...etips.html

Kind regards,
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Messages In This Thread
Concerns about performance - by 1234567398 - 27-08-2023, 10:46 PM
RE: Concerns about performance - by josemendez - 28-08-2023, 06:51 AM
RE: Concerns about performance - by josemendez - 28-08-2023, 06:55 AM
RE: Concerns about performance - by hanlid - 17-10-2023, 02:49 PM
RE: Concerns about performance - by josemendez - 17-10-2023, 03:50 PM
RE: Concerns about performance - by hanlid - 18-10-2023, 07:58 AM
RE: Concerns about performance - by josemendez - 18-10-2023, 11:57 AM