I implemented the bullet latest MT version and it got less laggy. But I'm getting fps spikes like this:
CPU: i7-10700
GPU: nvidia gtx 1030
scene setup: plaza and houses built with 1100+ rigidbodies, let them all be free falling and unconstrained using a line of code.
(there are 1100+ m_collisionObjects when they're falling)
before using mt: (opticks)
after using mt: (opticks)
and the threading looks like this:
I would like to get rid of these FPS Spikes but I dunno how :C. Anyone has any ideas?
Do I write my own scheduler? or is there any other way of optimizing this.
Multi Threading FPS Spikes
-
- Posts: 10
- Joined: Tue Jan 18, 2022 10:29 am
- Location: Guangzhou, China
Multi Threading FPS Spikes
You do not have the required permissions to view the files attached to this post.
-
- Posts: 10
- Joined: Tue Jan 18, 2022 10:29 am
- Location: Guangzhou, China
Re: Multi Threading FPS Spikes
Need help any directions?