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Switcher does not work properly


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Hello demostenes,

We only managed to reproduce bug when world switcher sets enabled on adding new node to World Nodes, or selecting some of existing nodes in World Nodes. But it doesn't keep happening after you fly with editor camera to min, then , max distance of switcher. We'll try to fix this in the next release.
But if that's not your case and the bug stays persistent in editor, or reproducible in release application(without editor), could you please give more details on scene setup, or, if it possible, where this issue can be reproduced in your repo?

Thanks

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It is 100% reproducable in editor (didnt try in release). It is set in scene \data\esqworld\demo_test.world. There is one WorldSwitcher, with tons of various subnodes and one mesh with infinity visibility for better testing (rev 1805+).

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Thank you for additional info, we successfully reproduced this issue, it seems like it's only appear on large amount of child nodes. We'll try to fix this bug in upcoming release.

 

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Would be possible to also eleminate "on" lag? For simple objects it is OK, but once you load something with more child nodes, lag is quite noticable. We would like to use it instead of world layer node, because of this behaviour: https://developer.unigine.com/forum/topic/6807-object-visible-range-does-not-affect-shadows/?do=findComment&comment=34308 - it seams nodes which are out of visible distance are under some cirmustances eating performance a lot.

 

Edited by demostenes
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This lag is caused not by switcher object. It's also reproducible on simple parent node dummy, and it was reproducible on world layer node. It's just turning on/off a large amount of nodes costs a lot of time. The only way to optimize this is to split switchable groups into smaller ones. But i guess it won't be needed when we sort out the issue from that other thread you mentioned. We are working on it right now with rnd team.

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1 hour ago, vvvaseckiy said:

This lag is caused not by switcher object. It's also reproducible on simple parent node dummy, and it was reproducible on world layer node. It's just turning on/off a large amount of nodes costs a lot of time. The only way to optimize this is to split switchable groups into smaller ones. But i guess it won't be needed when we sort out the issue from that other thread you mentioned. We are working on it right now with rnd team.

Great, thanks!

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  • 3 weeks later...
On 9/9/2020 at 8:01 AM, vvvaseckiy said:

This lag is caused not by switcher object. It's also reproducible on simple parent node dummy, and it was reproducible on world layer node. It's just turning on/off a large amount of nodes costs a lot of time. The only way to optimize this is to split switchable groups into smaller ones. But i guess it won't be needed when we sort out the issue from that other thread you mentioned. We are working on it right now with rnd team.

Any findings? Did you figure out, why distant objects eat so much performance? Thanks.

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