Posts: 11
Threads: 4
Joined: Jan 2019
I'm using long Catmull Rom splines (500m - 800m) to create rail track models and find that whenever I try to connect end CPs the performance slows down terribly (42 FPS down to 0.8 FPS). I've tried to segment the longer splines into short pieces with only 3 or 4 CPs but it helps only a little (2 FPS). I've also tried disabling Check Transform which doesn't make a great difference. If I use linear splines, however, the problem disappears.
Is there a best practice for using connections? Is it generally best to connect several short splines, or is it not recommended to use long spines?
Posts: 2,112
Threads: 92
Joined: Jun 2017
Hi,
Can you please send me a scene where I can witness the frame rate drop?
If not possible, please tell me:
- How many splines do you have in your scene
- How many control points per spline
- What are the caching parameters of your splines
- What does your game do with your splines (using Spline Controllers? Curvy Generator? ...)
- If the issue happen also for Bezier Splines
- Any other useful information
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
Posts: 2,112
Threads: 92
Joined: Jun 2017
(01-01-2019, 11:09 PM)DekoGames Wrote: Is there a best practice for using connections? Is it generally best to connect several short splines, or is it not recommended to use long spines?
In general, it's best to have one long spline rather than a lot of small ones. Same about segments within a spline. Then, there are some special cases where the opposite is true.
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
Posts: 11
Threads: 4
Joined: Jan 2019
Thanks, the project file is big so I'll need to strip it down to the relevant parts and send an example.
A small update -- I found that I don't have the problem when connecting one spline end to the middle point of another. In other words, it seems that connecting two long splines end-to-end is causing the slowdown.
Posts: 2,112
Threads: 92
Joined: Jun 2017
After exchanging with DekoGames via mail, we found that the issue was due to a bug in an old Curvy version, which was fixed several versions ago. Users with a recent version should not encounter this bug.
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
Posts: 11
Threads: 4
Joined: Jan 2019
(01-03-2019, 11:33 AM)_Aka_ Wrote: After exchanging with DekoGames via mail, we found that the issue was due to a bug in an old Curvy version, which was fixed several versions ago. Users with a recent version should not encounter this bug.
Thank you for your feedback -- I have updated to the current version and performance is much better! I appreciate the fast response and guidance.
Posts: 2,112
Threads: 92
Joined: Jun 2017
You are welcome
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.