mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 04:23:04 +00:00
37 lines
1.2 KiB
Markdown
37 lines
1.2 KiB
Markdown
|
|
|
|
All geometry and some other assets should be loaded async-ly.
|
|
|
|
We already have a background thread in which some assets are loaded from disk. But, assets should also be converted to usable data in this thread.
|
|
|
|
|
|
***
|
|
|
|
Identified what is taking time:
|
|
|
|
- loading from disk (mostly takes around 20 ms, and goes up to 70 ms, but for some txds it goes to 100 ms)
|
|
|
|
- creating mesh (mostly around 10 ms, but can go up to 100 ms)
|
|
|
|
- attach collision model (mostly below the time to create mesh, but in some cases it goes to more than 100 ms)
|
|
|
|
- updating divisions - runs almost every frame (especially when loading something), even though you invoke it with 100 ms interval - takes around 30 ms
|
|
|
|
|
|
***
|
|
|
|
## TODO
|
|
|
|
- order in which Async functions will return is not equal to order of call to those functions - because some of loading objects may be cached - adjust Geometry.LoadAsync() when loading multiple textures
|
|
|
|
- create meshes asyncly (this means converting mesh and it's textures)
|
|
|
|
- attach collision model asyncly
|
|
|
|
- update divisions in separate thread ? or optimize division system ?
|
|
|
|
|
|
## TIPS
|
|
|
|
- attaching collision model takes a lot of memory - why ? - because it reads archive file
|
|
|