10-09-2019, 08:36 AM
(This post was last modified: 10-09-2019, 08:41 AM by josemendez.)
(10-09-2019, 07:59 AM)Mancomb Wrote: I found myself here due to performance issues too (except obi solver was taking between 50-60fps off my fps per rope...). I imported into a new project and it seems fine though. The big difference between the projects is the one that is suffering is using the HD render pipeline. Testing the sample scenes in both projects sees about 100fps difference in play mode.
I have no idea why this would be but just thought I would offer this piece of information in case it is helpful. As it stands I'll either need to choose between switching back to a different rendering pipeline (far from ideal) or not use Obi. Neither great options unfortunately since Obi seems really nice.
I'm 99.99% positive the culprit is not the rendering pipeline. Take a look at your profiler (regular profiling, not deep profile), see how many times is FixedUpdate() being called per frame. It should be just once or twice. More calls per frame means you've found the cause.
Chances are your project is heavy on other areas besides physics, or has different Time settings, leaving little time per frame for simulation and causing it to plummet into the "well of despair" or "death spiral" (If you don't know what I'm talking about, read up on it as it is fixed-timestep 101). Take a look at your Time settings in Unity's time manager. These settings are critical for physics. Start with a fixed timestep of 0.02 and a max fixed timestep of 0.04, then work from there.
This is just a wild guess, but i've seen so many projects struggling due to death spiraling (usually a trivial fix) that I almost always point people in that direction when they complain about performance.