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I have been using an older version of this library for a while (here). It was a version from a few years ago where pooling was partly implemented, but it still generated repeated GC allocations in some places. There was a UsePooling setting, which is on in my project.
Now I tried updating the library to the last version here with "full" pooling support, and the performance is much worse. The same tesselation of a polygon blob for testing takes around 50x more time than with the old version. Most time seems to be spent in DefaultPool.Return().
Old:
New:
Note: This is profiled with Unity's "deep" profiling, so profiling itself distorts the numbers a bit. But it's also very noticeable without deep profiling.
Is this a known issue? Any Ideas what could be the problem?
The text was updated successfully, but these errors were encountered:
I have been using an older version of this library for a while (here). It was a version from a few years ago where pooling was partly implemented, but it still generated repeated GC allocations in some places. There was a UsePooling setting, which is on in my project.
Now I tried updating the library to the last version here with "full" pooling support, and the performance is much worse. The same tesselation of a polygon blob for testing takes around 50x more time than with the old version. Most time seems to be spent in DefaultPool.Return().
Old:
New:
Note: This is profiled with Unity's "deep" profiling, so profiling itself distorts the numbers a bit. But it's also very noticeable without deep profiling.
Is this a known issue? Any Ideas what could be the problem?
The text was updated successfully, but these errors were encountered: