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Performance issue #1

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AlanEvo opened this issue Mar 28, 2021 · 2 comments
Open

Performance issue #1

AlanEvo opened this issue Mar 28, 2021 · 2 comments

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@AlanEvo
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AlanEvo commented Mar 28, 2021

When the simulation is set to a step of 0.001 there is a massive spike in cpu ms, anything up to 20x slower. Possible cause could be the garbage collection with the objects being created in the FixedUpdate. So far I have only noticed this issue with the LinkLock objects.

@AlanEvo
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AlanEvo commented May 19, 2021

This is 90% resolved by nesting the Matrix related initialization objects in the loop into the class itself, without doing this it simply runs too slow. It is still slower than the original c++ engine but that might have something to do with the matrix array even though it's a struct being created and used on the Heap.

@AlanEvo
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AlanEvo commented Aug 9, 2021

Currently on hold due to performance issues. It runs anything up to 6-8 times slower than the original c++ version, this is due to the mono build, no in lining etc. So important demo examples can't be done and large scale simulations would be impossible in Unity.

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