#(IN-37258) Main thread job dependency stalling
1 messages · Page 1 of 1 (latest)
Answered on the forums: https://forum.unity.com/threads/in-49838-entities-graphics-main-thread-stalling.1483188/
🤔 The link is about (IN-49838) Entities Graphics main thread stalling which is different topic
We were looking at some peformance issues in relation to GhostCollectionSystem (that has some deficit in that sens). But the other systems mentioned in the bug where doing almost nothing. So there is some gotcha to understand there.
Currently there are 2 slowest parts need to fix first. First is the system at GhostInputSystemGroup caused by GhostUpdateSystem:UpdateJob and other jobs. It costs 1ms+ peak at my actual project. Second is not inside bug report but it's at BuildPhysicsWorld and SolveAndIntegrateSystem which the highest cost since both systems running multiple times in 1 frame at PredictedSimulationSystemGroup. There's more at PredictedSimulationSystemGroup like at MoveCubeSystem, GhostPredictionHistorySystem and etc.
This first one just looks like your system, samplecubeinput, causing a sync point
As well as movecubesystem
You should look at removing your sync points
The physics stuff is a well known issue
The samplecubeinput system has been jobify but the sync point is still there. I believe it's due to PredictedSimulationSystemGroup mechanism that needs to run multiple times in 1 frame and cause the sync point that previous job needs to complete immediately