I have optimized a scene with only 2 spine objects for PS4.
It's runing very fast on Unity Editor.
But when I run it on PS4 with develop build, Spine costs more than 50ms.
I can change to release build, it's works OK.
But I need to debug on PS4.
Is there anyway that we could fixed it?
I have uploaded profiler file on google driver :
https://drive.google.com/file/d/172cw6C-CCdP06ggjxJ0LSG1y4w5XUP2T/view?usp=sharing
Please check it out, I really appreciate your help.
Thank you so much!
Stranica: 1/1.
wavebbs
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7 months ago
- wavebbs
- Postovi: 11
bklooster
Congrats on using Spine on a single core jaguar CPU. This is the consequence of using 8 year old tech with the fact that Spine is not multi-threaded. Typically, you're slamming the main Unity script/gameplay thread with Spine skinning instructions.
Things you can try to improve your performance:
Things you can try to improve your performance:
- Make sure you're building with IL2CPP (as mentioned here: Unity パフォーマンス問題について)
- Reduce your vert/bone count on your meshes and follow other spine metric recommendations (Metrics view - Spine User Guide)
- Enable fast math in spine's MathUtils.cs (USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS) saved us about 10-15% speed.
6 months ago
- bklooster
- Postovi: 10
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Natrag na Unity
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