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Assets Working on Ultimate Terrains stress-test to show how this Voxel Terrain Engine is fast!

Discussion in 'Works In Progress - Archive' started by Amandin-E, Aug 26, 2018.

  1. Amandin-E

    Amandin-E

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    Feb 4, 2015
    Posts:
    451
    This is not the final stress-test. I'm just sharing the WIP :)

     
    P_Jong likes this.
  2. OffThHeezay91

    OffThHeezay91

    Joined:
    Feb 23, 2013
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    Very cool. What is your next step after the stress tests?
     
  3. Amandin-E

    Amandin-E

    Joined:
    Feb 4, 2015
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    Thanks! This is the work in progress of the stress test itself, so I want to actually finish the stress test by adding more stuff to it like vegetation abd so on.
    On the engine itself, I'm going to focus and adding more generators and more operations out of the box.
     
  4. snacktime

    snacktime

    Joined:
    Apr 15, 2013
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    3,356
    Would be more useful to give raw numbers. Demo videos like that can easily be misleading. You can be using way more cpu then would work in a real game, with substantial spikes in cpu and GC allocation, and it would still look great. Because as the only thing running you have ample cpu before hitting the 16ms mark where it actually starts to impact fps differences that people can see.
     
  5. Amandin-E

    Amandin-E

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    You mean FPS and CPU use?
     
  6. snacktime

    snacktime

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    CPU usage and GC allocation.

    FPS has little meaning outside of a real game that would be using this system. 16ms is roughly how much cpu time = 60fps. So if your demo is only running your voxel system and eating up 5ms, it's still going to run well over 100 FPS. If you dropped it into a realistic real game that's already using say 12 ms, then it would drop the fps to below 60 and use up the entire remaining cpu budget.

    Allocation is a fuzzier stat but the same basic logic applies.
     
  7. Amandin-E

    Amandin-E

    Joined:
    Feb 4, 2015
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    From what I understand, by CPU usage, you mean the amount of ms taken per frame on the CPU, am I right?
    The thing is, all computation is made in background threads, and the only things that happens on the main thread are the calls to Unity API to update the mesh and mesh colliders of each chunk (I call this process "post building"). There is a loop that post builds chunks in each frame but it will postpone the work to the next frame if it takes more than a configurable amount of time. By default this is configured to 8ms but you can lower that if you want.
    I will add this number to the stress test so people can check it by themselves ;)

    About GC allocations, almost all is done before the game starts (I use pooling) except for operations made on the terrain. I can also show it, that's a good idea.