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Question by dCalle · Apr 04, 2017 at 07:39 PM · performanceparticlesfixedupdategraphics card

onboard graphic cards and Unity

Hey folks,

I just had to realize that my RotateTowardsTarget in my FixedUpdate runs a lot slower with a bunch of particles flying around than not.

My silly guess would be, that I'm using an onboard graphic card, that steals some processing time from the CPU. is that right?

Additionally and also very important: Is someone here who happens to have a good pc lying around, then?^^

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Answer by tanoshimi · Apr 04, 2017 at 08:06 PM

There's really no need for you, or anyone else, to make silly guesses to explain poor performance. That's what the profiler is for: https://unity3d.com/learn/tutorials/topics/interface-essentials/introduction-profiler

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avatar image dCalle · Apr 04, 2017 at 08:18 PM 0
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Still, comparing the deep profile mode without sprites takes only half the ms than with...

There's really no need for you, or anyone else, to make silly guesses

dito mate, dito

avatar image tanoshimi dCalle · Apr 04, 2017 at 08:23 PM 0
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Half a ms run for every one of your bunch of particles adds up to a bunch of half a milliseconds....

avatar image dCalle tanoshimi · Apr 04, 2017 at 08:26 PM 0
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In RotateTowardsTarget()? hm, maybe you're right...

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avatar image dCalle · Apr 04, 2017 at 09:04 PM 0
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^^ It is there and i know how to use the profiler I am just looking for a viable rotation method that uses rotation forces ins$$anonymous$$d simply rotating the object with a delta. with some deceleration thresholds added and a max angularvelocity so you can figure, that there isn't much left to optimize at 200 ho$$anonymous$$g missiles... still i don't want to use the easy method...

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