18-05-2021, 07:45 AM
(17-05-2021, 10:02 PM)DryGinStudios Wrote: So I tested more with my ideas and I do have 60 fps for my testing on my good cell, but I have really bad performance on an older device. I have no reconstruction and I'm not sure where to check to get better performance now.
Rendering isn't a problem. When profiling, it seems to be in ObiFixedUpdater.FixedUpdate.
Any ideas?
Hi,
How many times does FixedUpdate get called per frame? ("Calls" column in the profiler, hierarchy mode). If it's getting called more than once, this is a symptom of death spiralling.
This is an issue that affects all engines that use a fixed timestepping scheme, like Unity. It happens when the device can't update physics fast enough to keep up with wall-clock time.
Quick fix is to reduce Unity's max fixed timestep to a value that' a small multiple of the timestep. Eg, if you're using a timestep of 0.02, use a max fixed timestep of 0.04 or 0.06.