Terrain overheads?
Posted: Wed Sep 17, 2014 2:59 pm
So, embarking on an exciting project making use of the Unity port of BEPU (on mobile)!
I ran some initial tests and all seemed to work well, creating and updating a few hundred box/sphere entities and some static surfaces gave me constant FPS and accurate collision detection.
Over time, I have began to implement some BEPU terrain entities into the project and appear to be running into difficulties. I am making use of the wheel cast shape wheel colliders and vehicle controller to control a vehicle in the space, when driving on basic box shapes I have good FPS (I say good because I'm sure there are rendering overheads I have yet to optimise for mobile). But, when I move onto a BEPU Terrain, there is a significant slow down (oddly, only seen in the physics, not the overall FPS, but thats another story to do with the timestepping/updating of unity).
So, basically, I would love to know what overheads may exist in Terrain entities in BEPU that may cause this drop (also wheel colliders may be more expensive), I'm assuming they are inherently more complex than box surface? And of course - any insight you may have to reduce this and increase performace.
I have used the configuration utlity to set uper speedy settings (which helped a little) and the terrain entities are created in 15*15 vertex 'chunks' (with a manual distance culling to remove/add chunks that are within certain distance)
aCallum
I ran some initial tests and all seemed to work well, creating and updating a few hundred box/sphere entities and some static surfaces gave me constant FPS and accurate collision detection.
Over time, I have began to implement some BEPU terrain entities into the project and appear to be running into difficulties. I am making use of the wheel cast shape wheel colliders and vehicle controller to control a vehicle in the space, when driving on basic box shapes I have good FPS (I say good because I'm sure there are rendering overheads I have yet to optimise for mobile). But, when I move onto a BEPU Terrain, there is a significant slow down (oddly, only seen in the physics, not the overall FPS, but thats another story to do with the timestepping/updating of unity).
So, basically, I would love to know what overheads may exist in Terrain entities in BEPU that may cause this drop (also wheel colliders may be more expensive), I'm assuming they are inherently more complex than box surface? And of course - any insight you may have to reduce this and increase performace.
I have used the configuration utlity to set uper speedy settings (which helped a little) and the terrain entities are created in 15*15 vertex 'chunks' (with a manual distance culling to remove/add chunks that are within certain distance)
aCallum