Redo performance rank values for Cloth
tracked
H
Hugo Zink
There is ample evidence to suggest that Cloth physics had a massive performance-decreasing bug in them in Unity 5.6 and Unity 2017: https://forum.unity.com/threads/case-977420the-performance-of-cloth-physics-drop-dramatically-since-unity-5-6.508398/
Now that 2018 is being updated to, please consider tweaking the performance rank values for Cloth verts. The current values are based on the 5.6/2017 "baseline", which is a lot heavier than in 2018.
Log In
SplitScream
Bump
Hella_Faith
It confirms my findings of seeing no performance drops even with tens of thousands of cloth vertices, the limit curve should be way more permissive for Medium and Poor avatars.
Scout - VRChat Head of Quality Assurance
tracked
Tupper - VRChat Head of Community
open
Swapping back to Open due to age.
Cloth got a lot better in 2018, so yeah, probably could do so. We also have some upcoming things we're working on that might change how this works.
ESNYA/エスニヤ
This is just for reference, but I compared it to DynamicBone, which is considered "poor". I looked at the number of spawns and the FPS of the update.
The FPS drop is about the same as a 720 vertex Cloth. 400 vertices seems very light. But both are "Very Poor".
Jewordi
I think the whole system should be redone. Its dumb when you get all your stats to be good then you go 1 poly over 70K and you get hit with "Very Poor"
ElfMom
Jewordi: it should always have been a weighted average that bases performance based on what is active. But no, let's total everything on your model including de-activated meshes and materials.
But then also introduce a new avatar system that encourages more of that sort of thing.
owlboy
Ohh, maybe I can bring back the cloth based towel pickup in The Pug!
Tupper - VRChat Head of Community
tracked