30-10-2023, 08:00 AM
Thanks for the reply. I will work on your comments.
However at the sametime, I have implemented a compute shader for calculating the spatial requirements taking the fluid particle position as an input ( the relevant indexes are stores as well ). It finds the 3 nearest particle for each particle in the fluid system. And all these are drawn with LineRenderers with smooth updates.
The result is very satisfying, no frame-rate drops and I am quite happy with that and will move on.
You can never know without trying, there is the CPU-GPU traffic indeed but also a remarkable increase in overall performance.
thanks
However at the sametime, I have implemented a compute shader for calculating the spatial requirements taking the fluid particle position as an input ( the relevant indexes are stores as well ). It finds the 3 nearest particle for each particle in the fluid system. And all these are drawn with LineRenderers with smooth updates.
The result is very satisfying, no frame-rate drops and I am quite happy with that and will move on.
You can never know without trying, there is the CPU-GPU traffic indeed but also a remarkable increase in overall performance.
thanks