lightmap Posted April 16, 2018 Share Posted April 16, 2018 Hello Scene with 4 simple objects but different transformations, only at some camera angles cause ~3000ms delay in update() can't provide lag reproducing code is there something about matrices I should know and can cause such lags? Unigine.Console.get().run("world_save laggy_world"); don't save camera transformation (and runs smoothly in editor) Visual Studio Profiler says most time spend in Unigine.App::update() (have no code in scripts) what can be done to find out lag source? thanks laggy_world.world Link to comment
silent Posted April 16, 2018 Share Posted April 16, 2018 If your logic is based only on UnigineScript you can try to run world_analyze console command in debug build. Otherwise (without any reproduction code) it will be really hard to find out what really happens here. I can see that allocation number is very large (4800), that's probably causing such low performance. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
lightmap Posted April 17, 2018 Author Share Posted April 17, 2018 Allocations rise up right at lagging time and fall down right after when transformations are changed scene with no dynamic objects creation and deletion, objects are loaded at startup I done a simple test without ANY my logic at runtime double[] lp = { -0.64545863866806, -0.47926938533783, 0.594713389873505, 11366.7563312098, 0.76379519701004, -0.405015081167221, 0.502573072910309, 9605.679543647450, 0, 0.77862948179245, 0.627484083175659, 5212.77027782132,0,0,0,1}; Unigine.Game.get().getPlayer().setWorldTransform(new dmat4(lp, true)); Unigine.Console.get().run("world_load laggy_world"); and this makes lagging hell, test it please Link to comment
alexander Posted April 17, 2018 Share Posted April 17, 2018 Hi lightmap, Maybe it are collisions of the PlayerSpectator? Use console command "show_profiler 3" and look at the "PContacts". What value does it show? Best regards, Alexander Link to comment
alexander Posted April 17, 2018 Share Posted April 17, 2018 Quote I done a simple test without ANY my logic at runtime double[] lp = { -0.64545863866806, -0.47926938533783, 0.594713389873505, 11366.7563312098, 0.76379519701004, -0.405015081167221, 0.502573072910309, 9605.679543647450, 0, 0.77862948179245, 0.627484083175659, 5212.77027782132,0,0,0,1}; Unigine.Game.get().getPlayer().setWorldTransform(new dmat4(lp, true)); Unigine.Console.get().run("world_load laggy_world"); and this makes lagging hell, test it please I can't reproduce this bug. What is inside your laggy_world.cpp file? Maybe it is the cause of the problem. Link to comment
lightmap Posted April 17, 2018 Author Share Posted April 17, 2018 laggy_world are saved from runtime scene so no cpp file for it, and no special code inside runtime_scene.cpp, as you can see runtime_scene.cpp Link to comment
silent Posted April 17, 2018 Share Posted April 17, 2018 Sorry, still no lags. Is it possible to take a look at the whole project? You can send me PM with a link or write directly to engine-support@unigine.com. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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