23-09-2018, 09:40 PM
(23-09-2018, 08:45 PM)Zomby138 Wrote: I should have said, I've tested the performance in standalone and it is exactely the same.
As I understand it, all "Substeps" does is change the fixed timestep in unity? So it shouldn't have any effect when using "Late Update" Simulation Order. (it's set to 1)
I have these constraint with #iterations
Distance
24
Bending
12
Particle Collision
6
Collision
24
Skin
6
Tether
6
Pin
3
I also have 13 sphere / capsules with the "Obi collider" script on them.
My processor is i7 6700 4GHz, and my graphics card is a GTX 1080.
Wow, that's a lot of iterations. I rarely go over 2-3 collision iterations, almost never over 5 distance iterations, and use a single iteration of tether constraints if overstitching is an issue. Disable those constraints you're not using (probably pin and particle collision, which are pretty expensive).
Substepping does not affect the fixed timestep at all, it works basically the same as it does in most engines. It increases the amount of internal integration steps taken, kinda like subdividing each Unity fixed timestep into smaller steps. This can improve accuracy a lot and can reduce the need for iterations greatly. Try using a couple substeps, and very few iterations (max 3-4 per constraint type)