02-04-2024, 02:19 PM
(This post was last modified: 02-04-2024, 02:21 PM by josemendez.)
(02-04-2024, 01:17 PM)ShawnF Wrote: However... while the big difference in performance between Oni and Burst goes away, Oni is still SLIGHTLY better, which seems like something must still not be working as intended?
Seems about right for me, as you add more workload to the solver, the difference should start to be the other way around.
This is similar to how GPU/CPU scale in terms of workload vs performance: small workloads run faster on the CPU since each individual core is faster, but large workloads take less time on the GPU since it has many more cores.
The base cost of scheduling multiple threads is higher in Burst, but threads get work done faster. You just need to make sure you got enough work for them.
Note there's ongoing efforts in Unity to make job scheduling faster:
https://www.google.com/search?client=saf...8&oe=UTF-8
I also started a thread on this subject quite a while ago in the Unity forums:
https://forum.unity.com/threads/schedule...be.808491/