12-05-2021, 08:04 PM
(12-05-2021, 04:55 PM)josemendez Wrote: Hi,
Mobile devices are generally fill-rate limited. Modern mobile devices have very high-density screens, to make things worse. Fluid rendering is also extremely expensive, so combine all 3 and you get bad performance if rendering at full resolution.
You should use downsampling in the fluid renderer, as suggested in the manual (bottom part of this page:
http://obi.virtualmethodstudio.com/tutor...ering.html)
Also, if you’ve installed burst, jobs, etc make sure you’re using the Burst backend and that no warning appears in the ObiSolver component, telling you that it will fall back to Oni.
Let me know how it goes. Kind regards,
Ok so... after further investigation, I modified the fluid rendering and removed the reconstruction and I get 60 fps in the simple fluid example... so it was a configuration issue! I was almost sure but couldn't figure out where... It took me some time to figure out because I'm using URP, changing on the camera the fluid renderer was doing nothing LOL. Now... What do you think would be the best settings , in the simpleFuid scene, it makes it look like PAINT...? I'm prototyping ideas and I need the BEST performance too so any clever idea about how to make the performance even better than removing deconstruction is welcome. Are you looking about putting the physics into DOTS physics? I did that in one of my engines and the performance gain was massive.