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Motorsports Dynamics Engine a.k.a. MoDyEn.

Discussion in 'Works In Progress' started by Ravel, Mar 3, 2012.

  1. Ravel

    Ravel

    Joined:
    Nov 21, 2010
    Posts:
    592
    Just came here to address a few issues, that I am currently working on, as mentioned by TooManySugar, the carfx and surface manager, some how slowed things down after the release. I probably made a few mistakes before releasing. It seems like the new versions of Unity are really bad at material handling (visual / mesh surface) Because at the time I did my first 100 car test I had the surface manager working, then I updated to Unity 5.6 and did not stress test the product.

    So at the moment I am working on a alternate route to handle materials. because if I scrap the materials, I can run 64 high poly AI cars on a well detailed track at stable 60 fps, even with atmospheric scattering and other GPU and CPU demanding VFX enabled.

    I will report back once I get a stable solution.
     
    TooManySugar likes this.
  2. Ravel

    Ravel

    Joined:
    Nov 21, 2010
    Posts:
    592
    Here are a few screens of proof, the one with lower fps has probably some collisions going on, since right now I noticed, that when there are collisions, there is a 50% fps drop. This is actually normal atm. since the sound controller is instancing sounds at that moment, I will see if I can optimize that, so that he sounds are instanced at the start and only played once needed. I tried this actually before, but the sounds were muted for some reason, they vere playing and there was a stable performance, but no actual SFX Desktop 05.27.2018 - 17.21.58.03.png Desktop 05.27.2018 - 17.20.14.01.png
     
    TooManySugar likes this.
  3. TooManySugar

    TooManySugar

    Joined:
    Aug 2, 2015
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    864
    Cool. Deep profiling always gives some clues.

    I think latest unity has improved profiling too.
     
    Last edited: May 27, 2018
  4. TooManySugar

    TooManySugar

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    Aug 2, 2015
    Posts:
    864
    Something I noticed too was that I was getting lets say 300fps but there where some phycical hicukps as if it was running like all of a sudden at 30fps but profiler was not showing theese. I'll wait for next demo to see if they still remain. I can also test the demo you posted and reprot what I find. If you uncap FPS I can report max fps.
     
    Freznosis likes this.
  5. TooManySugar

    TooManySugar

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    Aug 2, 2015
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    864
    And furthermore. May be is worth having an eye on ECS & JobSystem as it is like almost implemented already.
     
    Freznosis likes this.
  6. khos

    khos

    Joined:
    May 10, 2016
    Posts:
    1,058
    Hi, do you have any demos/tutorials for the Deformable tires option with your asset, I am looking if this will suite my requirements. Thanks.
     
  7. TooManySugar

    TooManySugar

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    Aug 2, 2015
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    864
    Check the deformable tire shader is pretty straight forward what parametter are accesed and what effect they've on the shape.
     
  8. khos

    khos

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    1,058
    I don't own the asset yet, I want to see it in action/understand it some more if possible.
     
    TooManySugar likes this.
  9. TooManySugar

    TooManySugar

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    Aug 2, 2015
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    Notice that aside form the visual part, the very code of the physics are obscured in a dll
     
  10. khos

    khos

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    Ok that is fine of course, I just want to see how it works! :) Is there a video of this in action?
     
  11. user099

    user099

    Joined:
    May 29, 2015
    Posts:
    25
    there is a small error in the CarExternalConfiguration.cs that loading the mass of the wheels not correctly:

    Code (CSharp):
    1. // results 1
    2.         wheels.mass = parser.ParseFloat(wheelSection, "Mass", 20);
    3.         wheels.mass = parser.ParseFloat(wheelSection, "SpinInertia", 1.5f);
    4.         wheels.radius = parser.ParseFloat(wheelSection, "Radius", 0.3f);
    5.         wheels.rollingResistance = parser.ParseFloat(wheelSection, "Rollingcoeff", 0.02f);
    change to:

    Code (CSharp):
    1. // results 1
    2.         wheels.mass = parser.ParseFloat(wheelSection, "Mass", 20);
    3.         wheels.inertia = parser.ParseFloat(wheelSection, "SpinInertia", 1.5f);
    4.         wheels.radius = parser.ParseFloat(wheelSection, "Radius", 0.3f);
    5.         wheels.rollingResistance = parser.ParseFloat(wheelSection, "Rollingcoeff", 0.02f);
     
    TooManySugar likes this.
  12. TooManySugar

    TooManySugar

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    Aug 2, 2015
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    Lol I had to run trough a text comparer, second line wheel.mass is changed by be wheels.inertia
     
  13. TooManySugar

    TooManySugar

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    Aug 2, 2015
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    Also I remember that setting net4.x importing car specs from file would crash, in 2018.3 net4.x is the one only available so may be worth giving it a look, may be is hwat you pointed, I'm not working on the racing prototype anymore so I can not test now.
     
  14. furkan4156

    furkan4156

    Joined:
    Mar 7, 2015
    Posts:
    7
    any updates ? poor performance :/
     
  15. Back_Buffer

    Back_Buffer

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    Jun 22, 2015
    Posts:
    2
    Thanks for this fantastic system, here are some tests :)
     
  16. WalterEspinar

    WalterEspinar

    Joined:
    Aug 23, 2011
    Posts:
    82
    What´s your unity version??
     
  17. furkan4141

    furkan4141

    Joined:
    Jan 3, 2019
    Posts:
    5
    any updates ? ı am waiting new version :/
     
  18. ShadowTM6X

    ShadowTM6X

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    Apr 29, 2016
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    98
    Package is removed :eek:
     
  19. Freznosis

    Freznosis

    Joined:
    Jul 16, 2014
    Posts:
    280
    Are you surprised? The author barely updated the asset and barely provided support for all the years it's been out. It's never worked right and since it's a .dll, you are now screwed because you don't have the source. Many of us saw this disaster coming from a mile away.
     
  20. ShadowTM6X

    ShadowTM6X

    Joined:
    Apr 29, 2016
    Posts:
    98
    I don't know now, I tried the demo and dll didn't work properly then put a new dll and it worked but i wanted to buy it and then i see it is deleted and the question is going to be a newer asset ?
     
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