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Lidar performance #18
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…y not being used as it does not seem to work as intended
// this can be maybe parallelized? a first trial with ParallelFor crashes - need to verify that LineBatchComponent is thread-safe | ||
for (int i=0; i<RecordedHits.Num(); i++) |
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Probably the drawing itself must run in game thread, if in which case we could put LineBatcher->DrawPoint()
to an async?
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I haven't really investigated and is possibly low priority because in production mode we don't need to draw anyway
the current multipass approach can also be moved to async btw
implementation of Lidar3d with sampling spread over time to load balance
while it does improve performance and make everything smoother, it is probably not sufficient for multiple 3d lidars in the scene.
not drawing lidar points does help as well
also need to test in production/packaged mode
The 'alpha' parts of the code are made for visualization, but they don't currently work as intended.
The intent was to have lidar hits fade away with time so that it's clearer where it is currently being scanned