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TurbulentWake performance issue


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Posted

Hello,

For one scenario, we need to have about 20 boats, most are large stationary or with a low velocity, some would be moving very fast (speedboats).

We have a very bad performance issue when we have more than a few b5bc2e35716c7e097fb9ed77a1ce15f24ada6c5b8.htmloats. The TurbulentWake component consumes up to 10ms on some frames, which is clearly way too much.

Attached a microprofile extract.

What can be done to improve this? 

Posted

Hi Stephane,

Thank you for the MicroProfile capture; it is quite useful.

As far as we understand, you currently have 21 boats updated in the scene. Could you please also let us know how many speedboats you have?

So far, it appears that each individual boat is doing its best to update. However, for multiple objects, an additional optimization layer is needed, which is currently not present.

Our QA team and devs will try to reproduce this behavior first to understand what we can do here.

For the 2.19.1 release, I believe the best approach is to reduce the number of turbulent components for slow-moving boats or temporarily disable some boats to achieve better overall performance. This adjustment can be made until we determine a more effective method for rendering such a large number of objects.

Thanks!

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  • 4 weeks later...
Posted

Hi,

With just 4 moving boats, the total frame time of KelvinWake+TurbulentWake reaches around 8ms (all other boats have been made static), which is way too much. The problem here is we can't deactivate the remaining wakes, as the whole purpose of the exercise is to check the ability of the crew to found the fast moving boats, and the only hint is their visible wakes...

Is there any way this can be optimized on our side? (eg. by deactivating the call to update() for certain nodes on certain frames?)

Posted

Hi Stephane,

In the previous microprofile dump that you've sent us there were 8ms for 20 ships and now it's 8ms for 4? That's quite strange. 4 ships should be around 1.5-2ms.

Is there any additional logic that you are using? Maybe you can show us a video where we can see the exact use case and how boats are performing?

Thanks!

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Posted

Sorry, I'll be more specific. In the previously shared dump, there is around 20 boats, with only 4 moving boats. So I initially assumed that all boats wakes were actually consuming a lot of time.

Then, I implemented some logic to disable all nodes with a turbulentwake and kelvinwake property but with no velocity. This leaves only 4 boats which should really consume some time. But the end result is also that just these 4 boats consume around 8-10ms. So effectively disabling nodes for static boats is not an improvement (apparently).

Each boat as also a Ground clamp component, but I timed it and its negligible compared with the wakes.

I'll try to make a test scene.

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