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Found 12 results

  1. C++ vs C# Performance

    Hi, I would like to ask you about performance for c++ vs c# solutions for heavy scenes. Do you have ones ? It is much difference ? Best, Jan
  2. Hello, we are running into a cpu bottleneck while updating matrices via setTransform on nodes. We do have 50 instances with about 20 subtransformations for each node, which will be updated every frame. Is there a faster/better way to update positions/orientations. Version is 2.8 , renderer is directx. Thank you for your help.
  3. Hello, we did observe that when we are changing the material of an ObjectMeshStatic, it will lose its auxiliary state information during runtime. We are using the aux buffer for outlining objects, but changing the material will disable the outlining. We did a workarround for this and did restoring the auxiliary state when the material changes. We did a profile run and did observe: restoring the auxiliary state takes always a lot of time until the function will return. So every time a material changes on an object the application halts for a noticeable time. Do you have
  4. Going 4K resolution with many lights

    Hi, we are now integrating lights for our airport scenes. We tried to implement it with LightProj Objects and are generating very much of them (>300). They have no shadows enabled but can use much screen space. We enabled visibility distance but it looks very odd when moving over the airport and suddenly lights go on or off. I did some profiling and the worst case I approached was arround 20 ms on the gpu for the deferred light pass for 170 lights in the viewport. Are there any other possibilitys in the engine to bake lights for open world environments which do
  5. Why benchmarking Editor The less time you’re spending looking at progress bars the better experience you have, the faster you’ll move on with your tasks. Thanks to our customers we have collected a number of high load usage scenarios that helped us to improve overall performance of import, assets, and scene management subsystems. To understand how current Unigine Editor version performs we ran a number of tests inspired by real cases and compared results with some popular game engines. Test cases and methods We tested assets import, bulk nodes operations and asset systems. Deta
  6. Random crashes

    Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
  7. VR Performance

    Hi, I'm running into some issues regarding performance difference between Editor and app run via the SDK browser. Running the VR emulator in the editor tells me i should be getting ~8ms per frame when emulating the Oculus Rift. (~4ms-5ms when not emulating) However when I run the profiler in the app after launching from the SDK browser, I'm getting 21ms per frame while wearing an Oculus Rift. (~4ms-5ms as before when the headset is not being worn.) What is causing this massive difference in performance? Is the emulator simply inaccurate?
  8. Performance hiccup

    Hello, I observe frequent hiccups: a few frames long, maybe even a single frame that takes much longer than the allowable 16ms. This is with a basic terrain with a few buildings and trees, no custom code at all, and a machine dedicated to the IG (no antivirus, no firewall, no other application), and a nVidia Quadro P6000 with latest drivers. VSync is off, and the soft is runnning solo (no syncker), single screen. The hiccups seem to match terrain/object loading (just a feeling, I don't know how to check for that), and appear even when moving slowly. They don't happen if nothing
  9. Hello, I noticed that updating the world spatial takes a very long time (about 40 ms), and since it does this every frame, it sort of ruins my frame rate. The reason that world spatial takes so long is because it performs over 10000 (ten-thousand) calls to WorldSpatial::getIntersection. The high number of calls is related to the number of extra vehicles I have moving about in the world. With only 1 extra vehicle it only calls WorldSpatial::getIntersection a hundred times during an update. With 5 vehicles it's a 150, 10 vehicles sets it a 300, 20 vehicles at 900, you get the pict
  10. Hi, We're running Unigine as a simulation where we drive our trains from one point in the world to another. The simulation run can potentially be in the order of 50km in distance. Between simulation runs, we typically leave Unigine instance running (but unload the world between runs). One thing that we have observed with regular frequency is that the performance on the first run after starting Unigine can be quite poor. We see frame rate drops, stutters, it could be due to a number of factors, loading from disk (we are using SSD) , texture/mesh upload to the card. However, on subsequent s
  11. [SOLVED] Instancing stress test

    So I compiled a stress test of Unigine's instancing/rendering capabilities, and my results are pretty strange. I'm hoping someone can explain why I'm getting these numbers. All tests are performed in a new scene, with only the profiler and toolbar visible. The object I'm using has 452 triangles and the default mesh-base material with one diffuse texture. All post-processing effects are off. Machine specs: Intel i7 CPU, 2.8 GHz Nvidia GeForce GTS 250 8 GB RAM 1920x1080 resolution 1. Everything disabled, blank screen FPS: 700 Draw Calls: 2 Shaders: 3 Triang
  12. [SOLVED] Performance in fullscreen mode

    Hi, I've checked the heaven demo (demos/heaven_d3d11.bat) in different modes (Window and full-screen) and would like to share some screenshots with performance graphs. Window mode 1980x1200: Performance window: Full screen 1980x1200: Performance window: The question is why does Unigine perform better in the window mode than in full-screen mode? Best regards, Sergey Shandar.