Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Big (IMO) dip in fps
#1
Hello,

I'd like to ask this- in your sample Rocker scene in editor(all burst steps made) on my system fps with and without solver jumps from 96 to 76- for 1 meter rope with 12 particles it's too big (imo)- it is standart or some issue?
Reply
#2
(20-06-2021, 12:14 PM)alex798 Wrote: Hello,

I'd like to ask this- in your sample Rocker scene in editor(all burst steps made) on my system fps with and without solver jumps from 96 to 76- for 1 meter rope with 12 particles it's too big (imo)- it is standart or some issue?

This doesn’t sound normal. That scene runs at 200 fps on a 9 year old 2 core cpu, around 580 fps in a newer 4 core cpu. If using Burst, make sure that the jobs debugger is disabled (as well as all other performance-hungry burst/jobs settings). See:
http://obi.virtualmethodstudio.com/manua...kends.html

Also remember to disable vsync if you want to profile actual ms/frame, instead of capping fps to your screens refresh rate.
Reply
#3
(20-06-2021, 03:33 PM)josemendez Wrote: This doesn’t sound normal. That scene runs at 200 fps on a 9 year old 2 core cpu, around 580 fps in a newer 4 core cpu. If using Burst, make sure that the jobs debugger is disabled (as well as all other performance-hungry burst/jobs settings). See:
http://obi.virtualmethodstudio.com/manua...kends.html

Also remember to disable vsync if you want to profile actual ms/frame, instead of capping fps to your screens refresh rate.
I thought so as well, followed this instruction, and disabled vsync, but still the same result: FYI use unity 2019.4.22, Burst 1.4.8, Collections 0.9.0, Jobs 0.2.10, Mathematics 1.2.1... videoCard Geforce 1060 6GB, intel i7-8750H(pretty good for such scene)(and update info after disabling ThrottleStop 140 to 120...BUT the dip is still noticable)... What other options could be the problem?
Reply
#4
(20-06-2021, 04:30 PM)alex798 Wrote: I thought so as well, followed this instruction, and disabled vsync, but still the same result: FYI use unity 2019.4.22, Burst 1.4.8, Collections 0.9.0, Jobs 0.2.10, Mathematics 1.2.1... videoCard Geforce 1060 6GB, intel i7-8750H(pretty good for such scene)(and update info after disabling ThrottleStop 140 to 120...BUT the dip is still noticable)... What other options could be the problem?

I understand you're getting 90 fps on an empty scene (no obisolver) with vsync disabled?

That particular scene's solver takes around 0.7-0.9 ms/frame to update.

90 to 70 fps = aprox 3 ms/frame. That's around 3 times slower than it should be.
What are your project's timestep settings? (fixed timestep, max fixed timestep, both found in Unity's Time manager)
Reply
#5
(20-06-2021, 04:35 PM)josemendez Wrote: I understand you're getting 90 fps on an empty scene (no obisolver) with vsync disabled?

That particular scene's solver takes around 0.7-0.9 ms/frame to update.

90 to 70 fps = aprox 3 ms/frame. That's around 3 times slower than it should be.
What are your project's timestep settings? (fixed timestep, max fixed timestep, both found in Unity's Time manager)
Fixed = 0.02, MaxAllowed = 0.33, Scale = 1, MaxParticle = 0.03
Reply
#6
(20-06-2021, 04:39 PM)alex798 Wrote: Fixed = 0.02, MaxAllowed = 0.33, Scale = 1, MaxParticle = 0.03

Those are the default values, should be good.

Can you take a pic of the profiler in timeline mode and share it?

Also, can you answer whether this is correct?:
Quote:you're getting 90 fps on an empty scene (no obisolver) with vsync disabled?
Reply
#7
(20-06-2021, 04:42 PM)josemendez Wrote: Those are the default values, should be good.

Can you take a pic of the profiler in timeline mode and share it?

Also, can you answer whether this is correct?:
About fps on empty(without anything) it is about 100-110 with cpu frame locked on 2GHz, and 150 with turbo(4GHz)(with profiler get 160-200 without turbo, and 220-300 with)(FYI it is laptop)
Reply
#8
(20-06-2021, 04:52 PM)alex798 Wrote: About fps on empty(without anything) it is about 100-110 with cpu frame locked on 2GHz, and 150 with turbo(4GHz)(FYI it is laptop)- maybe Quality = ultra do smth with fps?

Doesn't make any sense...  Huh  with no vertical sync, you should be getting at least 1000 fps. There's barely anything for the engine to spend time on.

I'm testing on a 9 year old mac book air laptop, which has much worse hardware than yours, and I get 2500-3000 fps:
[Image: QC5URTq.png]

Can you share a screenshot of your profiler? That way we can tell what's so much time being spent on.

Quote:(with profiler get 160-200 without turbo, and 220-300 with)
While profiling you should get less fps, not more. Something doesn't add up here :/.
Reply
#9
(20-06-2021, 04:59 PM)josemendez Wrote: Doesn't make any sense...  Huh  with no vertical sync, you should be getting at least 1000 fps. There's barely anything for the engine to spend time on.

I'm testing on a 9 year old mac book air laptop, which has much worse hardware than yours, and I get 2500-3000 fps:
[Image: QC5URTq.png]

Can you share a screenshot of your profiler? That way we can tell what's so much time being spent on.

While profiling you should get less fps, not more. Something doesn't add up here :/.
Oh U look in stats- I looked in Canvas FpsCounter... send screen with stats, canvas, profiler, with ropes and without turbo...

Those are turbo with profiler stats:1)MaxFpsEditorRopesPlay 2)MaxFpsEditorRopes 3)MaxFpsInEditorPlay 4)MaxFPSInEditor... About profilers fps I thought the same, but my results is much more with it ...???
Reply
#10
(20-06-2021, 05:12 PM)alex798 Wrote: Oh U look in stats- I looked in Canvas FpsCounter... send screen with stats, canvas, profiler, with ropes and without turbo...

Those are turbo with profiler stats:

The FPS Counter script is written for standalone builds and not very reliable inside the editor. You should be using the profiler or the stats window (neither are perfect though, but way better).

I can barely see the profiler pic as it's only 500 px wide, but you seem to be getting over 300 fps.
Reply