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This is probably due to how our collider currently works. Long thin triangles will make the bounding box larger, and more collision pairs are recorded. We plan to optimize the collider (not exactly this issue, but that should help with memory usage and give much better performance in general), but it will take some time to get to that. |
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Yeah, we use AABB (axis-aligned bounding boxes) for our BVH, so long triangles, especially if they aren't axis-aligned, will definitely hurt performance a lot. In general I was figuring this wouldn't be a huge problem because most times when you have large triangles you also only have a few. You could try |
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Since I control this geometry, for now I can simply make a regular box. |
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I subtract a 1M mesh with a <10k box (screenshot).
The ugly triangulation on the box (front/back faces) is causing massive performance slow-down.
With long thin triangles: 2472ms
With uniform box: 482ms
It also uses lot of memory according to the xcode memory chart (not sure how precise that is)
With long thin triangles: 1GB -> 5GB spike
With uniform box: 1GB -> 1.71GB spike
note: the ugly triangulation is only on faces that never intersect with the other mesh
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