christian.wolf2 Posted May 13, 2020 Share Posted May 13, 2020 Hello, I just got an strange behavior when working with ObjectWaterGlobal in my project and using various NodeReferences. In editor I didn't get any performance issues working with all of this objects. During runtime the overall scene performance is also fine as long as the camera is above water (around 200 FPS). But switching to below water and moving close to an object results in an huge performance drop. The update time went to nearly a second. Also, when moving the camera around, the FPS will be stabilized somehow as before by nearly 200 FPS. I got some additional spikes and update time went up sometimes again without any noteable pattern (it is at least for me not reproducable). And, as said, I got no performance issues during editor work. Render settings weren't changed before runtime. I am using version 2.10.2. Best Christian Link to comment
silent Posted May 13, 2020 Share Posted May 13, 2020 Maybe it's a collision with invisible high-poly object? It's hard to tell without seeing the actual test scene :) 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
christian.wolf2 Posted May 13, 2020 Author Share Posted May 13, 2020 Hmmm, I do not think so. Collision is disabled for all objects and as said, if I disable ObjectWaterGlobal the scene runs pretty smooth. Will check what may cause this issue. Thought there would be an easy parameter I miss regarding rendering. :) Link to comment
christian.wolf2 Posted May 14, 2020 Author Share Posted May 14, 2020 Hi silent, short update on that. I tracked down what is causing the issue. The function dof_update() in VRPlayerPC took nearly an second to execute. The reason is World::getIntersection runs pretty slow when intersection for ObjectWaterGlobal is enabled. Disabling intersection in editor (for ObjectWaterGlobal only) solved my problem. Overall performance increased as well if above water. Don't know if it can be reproduced on your side. If not, I can share a smaller scene with you. Link to comment
silent Posted May 14, 2020 Share Posted May 14, 2020 That's interesting, thanks for the update. We will try to reproduce it on our side. Is VRPlayerPC from C++ VR template? 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
christian.wolf2 Posted May 14, 2020 Author Share Posted May 14, 2020 (edited) Yes, just using the standard (C++) approach of the VR system. Edited May 14, 2020 by christian.wolf2 Link to comment
apokefal Posted May 15, 2020 Share Posted May 15, 2020 Hi christian.wolf2 ! Please try upgrading to version 2.11.0.1, where this problem was fixed Link to comment
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