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  1. 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.
  2. Hello! I'm new to Unigine, only downloaded it today. I've been playing around with some of the premade scripts and examples (driving over ragdolls with tanks...there are worse way to test things). We have a lot of Openflight databases and i'm looking into the OpenFlight-importer in Unigine. When loading a flight-file, Unigine has trouble with finding some textures (.rgb btw). You can then browse manually to the texture folder and try to find the original texture so Unigine can use it. But, when opening the texture map on our filesserver (over the network), wich can contain a lot and sometimes big textures, the filebrowsers tries to get a miniature preview icon for every texture in there. This puts a lot of strain on our network and it slows the filebrowser down a lot: i have to wait to scroll untill small previews are done, He doesn't load them all (only the ones in view, but it slows down the scolling tremendously. Is there a way to stop the browser from showing those small previews (on the left of the filename), Or maybe i'm not using this correctly? Thanks already! Best Regards, Mats
  3. Tree Clutter Painting Slow

    I've created a clutter object for each of my terrain tiles and I'm experiencing the same issue a lot of other users have been getting which is that painting the clutter mask is tremendously taxing. I go from 90fps to 4fps. This is a problem in itself but the even bigger problem is that the clutter objects don't actually appear on the terrain until several seconds later. I think my values are correct but I'm not entirely sure what could be going wrong. Are these values sane? Terrain: 2049 x 2049 Step: 3.172 ObjectClutter: 1024 x 1024 Spawn: 1 Visible: 100 Fade: 50 Size: 6499.43 x 6499.43 Step: 1 Density: 1 Threshold: 0.5 Intersection: true Philip
  4. I found it will be very slow for the tracker to update if many nodes inside it. I have update my test track file if you could try it. 1:open the world (you could use any simple mesh file in it) 2: open the tracker and load the track file result: there are 180 nodes in the tracker, it will update like 2-3 fps. workaround: create a new track file and load the heavy track inside it. this time the performance back to normal. but i think it should be fixed. aniTest.rar
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