Using C# Jobs and Burst Compiler for Foliage System
I created a Foliage Renderer and right now you can have 2, 000, 000 foliage at 30fps. I use cells and frustum and distance culling for performance so I'm not rendering anything I don't need to(I'm using Graphics.DrawMeshInstanced). First I created the Culling simply in the update function and I got 2mil at 30fps. Then I recreated the Culling using C# Jobs and I got no performance difference. Then I tried adding "[BurstCompiler]" and I still got no performance change... I don't understand why it's not helping at all. The culling math is a custom performant dot product and distance happening on about 2500 cells each frame. I don't understand why C# jobs and the burst compiler aren't helping... Please any ideas?
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