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Share your benchmarks guys!
#2
Based on your description, this simulation should take no longer than 10 ms/frame, you're currently getting +3000 ms/frame there's something clearly off.

- What simulation backend are you using? Burst or Oni?
- If using Burst, have you disabled the jobs debugger, safety checks, and other in-editor performance sinks?
- What's your physics timestep? (Project settings->Time->Fixed timestep)
- How many contacts per frame is the solver generating? (shown in the solver inspector)
- I take it you're using a MeshCollider, which are extremely expensive compared to other collider types. Using a distance field might be a better idea:
http://obi.virtualmethodstudio.com/tutor...ields.html

Also, can you share a screenshot of your profiler?

Quote:Why does the Stats show 76.4K, there is only an extra plane with 121 vertices in the scene.

Unity’s stats window shows rendered triangles. So if you have lights, shadows, multipass materials,  or other things that require rendering meshes multiple times, that will increase the triangle count shown in the stats.
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Messages In This Thread
Share your benchmarks guys! - by majobanas - 05-05-2021, 07:44 PM
RE: Share your benchmarks guys! - by josemendez - 05-05-2021, 08:05 PM