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Assets/Mirror/Examples/BenchmarkPrediction/Readme.md
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Assets/Mirror/Examples/BenchmarkPrediction/Readme.md
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Mirror's PredictedRigidbody is optimized for low end devices / VR.
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While not interacting with the object, there's zero overhead!
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While interacting, overhead comes from sync & corrections.
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This benchmark has predicted objects which are constantly synced & corrected.
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=> This is not a real world scenario, it's worst case that we can use for profiling!
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=> As a Mirror user you don't need to worry about this demo.
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# Benchmark Setup
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- Unity 2021.3 LTS
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- IL2CPP Builds
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- M1 Macbook Pro
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- vsync disabled in NetworkManagerPredictionBenchmark.cs
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# Benchmark Results History for 1000 objects without ghosts:
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Not Predicted: 1000 FPS Client, 2500 FPS Server
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Predicted:
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2024-03-13: 500 FPS Client, 1700 FPS Server
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2024-03-13: 580 FPS Client, 1700 FPS Server // micro optimizations
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2024-03-14: 590 FPS Client, 1700 FPS Server // UpdateGhosting() every 4th frame
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2024-03-14: 615 FPS Client, 1700 FPS Server // predictedRigidbodyTransform.GetPositionAndRotation()
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2024-03-15: 625 FPS Client, 1700 FPS Server // Vector3.MoveTowardsCustom()
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2024-03-18: 628 FPS Client, 1700 FPS Server // removed O(N) insertion from CorrectHistory()
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2024-03-28: 800 FPS Client, 1700 FPS Server // FAST mode prediction
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