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At what point does low chunk utilization start hurting performnce?

Discussion in 'Data Oriented Technology Stack' started by unity_6GBXNpZ-SphYHw, Aug 14, 2019.

  1. unity_6GBXNpZ-SphYHw

    unity_6GBXNpZ-SphYHw

    Joined:
    Aug 12, 2019
    Posts:
    5
    Hi. I've been thinking on how to organize data, that represents bullets in my game. Most systems are interested in two things, when it comes to filtering bullets:

    - Which bullets were fired by certain player? (passive abilities, buffs, etc.)
    - What was the difference between client and server simulation time when player fired his gun? (server side lag compensation)

    So the natural idea was to use two ISharedDataComponets. One to hold tick delta, another to hold reference to owner's entity. And then use query filters to quickly find subsets of bullets. However for some weapons this can lead to very low chunk utilization, with only a couple of etities per chunk.

    So my questions are:
    1) Is low chunk utilization something I should worry about?
    2) If so, what minimum chunk size should I generally aim for? At what point linear search through array of components becomes more performant?