Replies: 8 comments 16 replies
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Is there any misconceptions the team wants to dispel about Resonite performance or about the possible performance improvements itself that come to mind? |
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In #2265, it is mentioned that:
Does this means that the headless will be generally prioritised to be used as a testbed for performance upgrades before the graphical client gets impacted? |
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One thing I noticed being really high in the debug menu (which I know isn't the best to base things off of) is that ProtofluxContinousChanges is usually the highest among the other protoflux frametimes. What exactly is it and why is it in particular so heavy? I know it is caused by drives from protoflux but I'm unsure if that is listing the overhead of driving or the calculations protoflux is doing to drive something. To be clear I know this is just a aspect of performance, not blaming protoflux itself as being the problem. |
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Will part of the work updating to .NET 8 be ensuring that updating to future versions of .NET is relatively easy? |
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Will the Headless have a prerelease of the .NET upgrade available before it is pushed to the main headless branch on Steam? I expect many people running the headless will need to prepare for the transition - updating launch scripts, docker images etc. to run with .NET instead of mono |
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Perhaps you're already aware of the steps required to update the headless, but I wanted to point out the road bumps that I came across when making my own patch to get it running on .NET 8 just in case. Maybe it'll be helpful!
Aside from the typing issue, those are really the only 3 major roadblocks I encountered when plugging the headless into .NET 8. No idea if you'll run into more complex issues at compile though. I'm actually pretty impressed there aren't more nasties hiding about; the headless appears to run normally after fixing those few things and absolutely soars in terms of performance gained just from the runtime upgrade. |
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Since ingame performance metrics for user content are being considered, does that mean we could get avatar filtering in the graphical settings or world settings, so that individual users or hosts of events such as Creator Jam could set their own rendering or world settings to just render/put users in a performant profile picture plus hands avatar based on a certain adjustable metric? A build in sytem either in the world session permissions settings, that allows you to adjust and filter how every avatar is rendered, can be a useful built in solution to force better performance either for the whole world or individual user when needed. Kind of like how mirrors are optionally rendered based on individuial user preferences, or builder permissions restrictions apply for everyone. |
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What are the current, broad roadblocks to switching over to .NET 8? I know anything that we still make use of from Unity is a blocker, but what else is there? |
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Read the announcement here: https://store.steampowered.com/news/app/2519830/view/6168323165072831255
You can discuss and ask questions here!
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