#Editor extremely slow when there are certain amount of ghosts
1 messages · Page 1 of 1 (latest)
Hey Lim. You'll need to provide more details (or link to a thread where you did previously). I.e.
- Burst ON/OFF?
- Editor Debug/Release?
- Profiler dump showing the performance holes.
Would also like to note we recently added a bunch of optimisation when playing in the Editor (both release and debug).
Another important bit: if there are a large number of predicted ghosts and there are also frequent structural changes, there are some trouble with the prediction loop, that will do way more iteration than necessary (starting always pretty much from the oldest received update tick)
🤔 Oh I think u mentioned about similar thing at forum. Is that planned to release at 2022.3.14f1 or later? The thing is when it's at player runtime build, it's solid 60 fps so I hope official can optimize editor as much as possible try to reach solid 60fps whenever possible.
- Burst On
- Editor Release
- From profiler the bottleneck is comes from Unity.Physics.Systems.SolveAndIntegrateSystem which spend insane amount of time at server world
Of course, this is a well know problem of the Physics.SolveAndIntegrate that wait for another job to being able to dispatch the simulate phase. Is not even netcode specific.
Apart some changes in PhysicsPackage (possible), we can't do miracle there.
The only thing that I can suggest is that if the number of physics objects is limited, using a single threaded job using immediate mode could be faster.
🤔 I see then why it's so slow at editor but the slow is not happening at server player runtime build?
in the build there are no integrity check and other stuff that remove some of this job dependency chains.
Also all safety checks are gone too. To better understand what happen, you need ot check the other job in the worker theads this is waiting for.