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CPU (Physics bottle neck)

Discussion in 'Physics' started by seanybaby2, Apr 23, 2020.

  1. seanybaby2

    seanybaby2

    Joined:
    May 17, 2013
    Posts:
    120
    In our game world we have a large number of dynamic colliders that are not doing much of anything until you get within range of them and can interact. IE picks ups in an open world.

    We had tried a form of object pooling to help with this but we noticed enabling / disabling these gameobjects actually spiked our CPU thread even more because colliders rebuild when you do this.

    My questions are #1 is there a good way to object pool dynamic collider objects? Would it even be beneficial to have these disabled in some way.

    #2 We're on untiy 2018.4.9f1. It's a 3.x series of PhysX. Would updating Unity help improve our physics bottle neck? I'm not sure how much more performant the later versions of PhysX are and a Unity update would be a pretty major overhaul for us.
     
  2. seanybaby2

    seanybaby2

    Joined:
    May 17, 2013
    Posts:
    120
    Additionally what's really odd is we noticed that 20-30% of our SteamVR users get these physics spike much more intensely then others regardless of hardware specs. We're under the assumption SteamVR and NVIDIA PHYSX is taking up the same thread. Does this make any sense?