So I was losing my head a bit as to why so many entities caused performance drops, and it wasn't the obvious things (culling, rendering, updating).
Senza categoria
2
Post
1
Autori
2
Visualizzazioni
-
So I was losing my head a bit as to why so many entities caused performance drops, and it wasn't the obvious things (culling, rendering, updating). Turned out it was entity raycast for selecting objects, which I never optimized to this scale 😂
-
So I was losing my head a bit as to why so many entities caused performance drops, and it wasn't the obvious things (culling, rendering, updating). Turned out it was entity raycast for selecting objects, which I never optimized to this scale 😂
Kinda sus that raycasting and frustum culling perf differ so much, I guess virtual function calls are partially to blame for that
-
undefined Oblomov ha condiviso questa discussione