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Help  Obi 7 Questions
#5
(27-04-2025, 01:03 AM)MEPETAMINALS Wrote: Follow up question...

I've taken the plunge so to speak, and updated to Obi 7. 

After making some adjustments to get my own scripts working with the changed elements of Obi, I'm getting roughly similar performance in the editor using Burst for Obi 6x, and GPU for Obi 7.

However, in the build the Obi 7 version loses around 60fps, (I have a powerful system, so it's still getting ~100fps, but the same setup with 6 gave me 160-170)

Use Unity’s profiler. It’s the only way to determine why the build is slower. If you need help interpreting profiling data, you can export the profiling session and I’ll be glad to take a look at it.

Note however that GPU simulation isn’t always faster than CPU simulation. In fact, for relatively small workloads it’s often slower since it has more overhead - data must be copied back and forth between the CPU and the GPU, and individual GPU cores are slower than CPU cores so if your scene doesn’t have good parallelism opportunities, using the GPU is counterproductive. Also, your GPU is often already busy with rendering so depending on how graphically heavy your game is it may not be a good idea to put additional burden on it. See: https://obi.virtualmethodstudio.com/manu...kends.html

(27-04-2025, 01:03 AM)MEPETAMINALS Wrote: I notice that all Obi cloth objects are rendering with super low res textures as well in build. (In editor play mode they appear normal). I've attached script debugging, but no errors or debug warnings regarding Obi are generated.

Are there any changes that need to be made to the player/quality/build settings?

All Obi does is move mesh vertices around. It doesn’t modify textures, shaders, materials or quality settings. Not sure why textures would be lower quality on your build, to be honest.

(27-04-2025, 01:03 AM)MEPETAMINALS Wrote: Note the particle attachment being significantly off of the expected position as well. I'm assuming this is something to do with my build configuration, as this only occurs in builds using Obi 7, but not sure what to look for.

If you’re using Obi’s asynchronous solver mode, keep in mind this causes a 1-frame delay between simulation and rendering. I’d try synchronous or synchronous fixed instead (synchronous fixed is the equivalent to Obi 6’s ObiFixedUpdater). The manual has an in-depth explanation of all synchronization modes and how they relate to Unity’s physics update loop:
https://obi.virtualmethodstudio.com/manu...eloop.html
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Messages In This Thread
Obi 7 Questions - by MEPETAMINALS - 20-04-2025, 06:56 PM
RE: Obi 7 Questions - by josemendez - 20-04-2025, 09:52 PM
RE: Obi 7 Questions - by MEPETAMINALS - 21-04-2025, 12:14 AM
RE: Obi 7 Questions - by MEPETAMINALS - 27-04-2025, 01:03 AM
RE: Obi 7 Questions - by josemendez - 27-04-2025, 10:59 AM
RE: Obi 7 Questions - by MEPETAMINALS - 29-04-2025, 01:54 AM