20-08-2019, 05:46 PM
(This post was last modified: 20-08-2019, 05:48 PM by josemendez.)
(20-08-2019, 05:07 PM)Smurfj3 Wrote: Hello,
I discovered some performance issues I did not notice until more players joined but every rope generated takes about 15 fps away which is quite a lot considering I need about 20 ropes to be able to render at the same time. Are my expectations just way to high or is there something I did wrong? I can literally disable the rope and my fps instantly jumps at least 15.
The way my ropes work is they are constantly moving which is of course more demanding then static ropes I assume. Basically there is the players hand and then there is an animal that is on a lease, so the rope constantly need updating.
Help is appreciated
Hi there,
One word: profile
15 fps per rope is a lot, but without profiling, figuring out the cause is close to impossible. Maybe you have too many iterations per step, or maybe your rope rendering is taking up too much time, or maybe your timestep is too low.
Maybe you're hitting the "well of despair/death spiral", or whatever you call it. - If you don't know what this is, it is a critical topic when dealing with physics. Some resources: https://johnaustin.io/articles/2019/fix-...y-timestep
https://docs.nvidia.com/gameworks/conten...of-despair
https://www.youtube.com/watch?v=sUVqa-72-Ms
There's no magic improve performance button anywhere, so profiling is the only way to tell what the problem is, which is the first step towards fine-tuning performance.
Also, static ropes are just as costly as moving ones. Both need to be simulated, as long as they're visible to a camera.