04-11-2019, 02:19 PM
(This post was last modified: 04-11-2019, 03:39 PM by josemendez.)
(01-11-2019, 06:28 PM)Smurfj3 Wrote: Not 1 developer that can tell if the previous explained issue is an actual issue or if it's just the limit of Obirope?
Hi,
The number of ropes in your scene is pretty much meaningless, what determines performance is the amount of particles and the amount of iterations spent in the physics simulation.
You could have 200 ropes made of 5 particles each, or a single rope made of 1000 particles and performance would be the same. For reference, take a look at our performance measurements:
http://obi.virtualmethodstudio.com/performance.html
Edit:
Made a quick test scene with 50 one meter ropes, 10 particles each, using the line renderer and default solver/Unity settings. Getting roughly 80 fps in editor and +250 fps in standalone. Video:
[video=youtube]https://youtu.be/o0nB7wfSqmc [/video]