3/9/2023 0 Comments Particle playground high cpu![]() The update is huge and will be available in early July. The Script mode will also be improved in this version, where you can emit in several new ways. I'm hoping to be able to serve a better workflow in terms of how things initialize in upcoming version and how that produce GC, it's about to hit beta and this version will get a lot of monitoring of performance. I'm curious why you're not using the Source: Script mode? If you have a lot of similar particle systems it will be a great advantage in terms of performance, where you should be able to for instance simulate all explosions from just one particle system. It looks like threading will need its share of GC, but I'm hoping to be able to get wiser in the matter and improve this during the beta phase. Next version of Playground will continue to produce garbage, where currently every particle system will require 437 bytes every frame due to sending the calculation in a lambda towards a second thread. The main focus is simulating new structures and being able to control them based on their world location (see previous posted video for instance). All I can say in best defense is that the Playground was never intended for simulating many particle systems within the scene. If I do use it its only for something I want to run from the start and last for the life time of the game.Ĭlick to expand.Hey there! I'm sad that it continued to give you issues. The starting a co routine for each particle has a GC cost, I refrain from using co-routines anywhere in my project, I have 0 allocations or leaks during run time apart from damn ngui gc. 5 seconds on desktop to cache them = 10 seconds+ wait on mobile.Īlso before anyone says it we tried not pooling at all and we get a massive spike and GC on every particle from the simplest to most complicated it freezes the screen. We are so close to our release date that we cant change the particle system now there has to be something we can do to make this work we only have a few days left before release and the particles being simple ones like Trail, basic explosion, hit effect etc are just too costly on mobile, when we used shiruken in our old project with a pooling system we had no issues, yes we couldn't create them as fast as we can with your tool but the cost is way too high. The 66 Ms is on desktop btw, you don't want to know what it spiked to on mobile lol. We currently have 15 particles of which we pool 4 of each at start (we plan on having 30+) however our scene has 100's of objects, 10 players, FSM's and lots of other things initializing yet they happen instantly but it takes particle playground almost 5.5 seconds to spawn just 60 particles which are disabled and munches up more memory than it took to spawn the entire sceneĭisabling them in advance doesnt help either, cos as soon as you try to play the particle boom 66ms spike and basically the game just lags on mobile, otherwise our game runs really well on mobile with a frame time under 5ms and 0.25ms on desktop. Well I got the pooling system working and am able to re-use particles but I have bad news ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |