09-12-2019, 12:53 PM
(09-12-2019, 12:22 AM)josemendez Wrote: Hi!
Never measure performance in fps, always use milliseconds. A drop of from 500 fps to 420 fps (80 fps less) is 0.3 ms, so barely any drop in performance. Dropping from 420 to 120 fps (8 ms) is however a much larger hit.
This shouldn't happen if your rope physics was being updated once per frame. However your profiler data indicates it's being updated 12 times per frame. This should not be the case if your max fixed timestep is as close to your fixed timestep value as you indicate. Increasing the max fixed timestep value can only worsen performance, never improve it. Try setting your max fixed timestep to the same value as your fixed timestep, report back results.
Judging from the data your provided, my guess is that you have 6 solvers in your scene. Is that the case?
Hey,
The drop is around 7-12 ms. Since you asked if I used 6 solvers in the scene I figured that was the problem. So I limited it to one and this now means that it no longer updates 12 times per frame but just one. I also tried setting the "Maximum Allowed Timestep" to the same as the "Fixed Timestep" (0.01388889. This number because it is the refresh rate of the Oculus Quest) but this did not help.
So all in all, while I did get the update count from 12 to 1, the time spent nor the fps were reduced.