Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Multiple Clothes Mobile Performance
#4
(29-08-2022, 09:47 AM)RhodokSniper Wrote: Obi Fixed Updater is taking the most of the time

Yes, that's to be expected since that's the simulation itself.

However physics are being updated twice per frame: 2 FixedUpdate() calls per frame, usually should be 1 at most. So 50% of your performance is going down the drain right away. This is a symptom of death spiraling, which means your fixed timestep value is too low, or your max fixed timestep too high (both found in Unity's Time settings). What values are you using?

Your profiler shows 4 ms being spent on collision detection, and 3 ms being spent on each substep. So 13 ms per physics update, and 2 physics updates per frame -> 26 ms spent on physics, plus 2 ms to update cloth meshes = 28 ms/frame which is roughly 35 fps.

4ms for collision detection is a lot. What kind of colliders are you using in your scene?
3ms substep is also a lot. What are your constraint settings? How many iterations being spent on particle collision, particle friction, distance and bend constraints?

I also see that your cloth pieces have aerodynamic, volume and tether constraints enabled, you should disable these if not using them as they incur in a slight overhead.

As a side note, I see you're using Burst, so make sure the jobs debugger is disabled as that will take up quite a lot of time in-editor.

kind regards,
Reply


Messages In This Thread
RE: Multiple Clothes Mobile Performance - by josemendez - 29-08-2022, 10:10 AM