Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. We are looking for feedback on the experimental Unity Safe Mode which is aiming to help you resolve compilation errors faster during project startup.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

At what point does low chunk utilization start hurting performnce?

Discussion in 'Data Oriented Technology Stack' started by NBender, Aug 14, 2019.

  1. NBender


    Aug 12, 2019
    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?