04-26-2021 03:21 AM
Hey,
I already implemented an objectpool to avoid spawning a lot (well .. 20) actors in one frame during gameplay.
So what I do is when I need actors, I move them and activate them (setActorHidden to false) and activate their components.
This somehow causes the GPU to increase in ms for some seconds, until it will go down.
Sadly it increases even more depending on how many actors are changed to visible. So it could go high as 40ms, which laggs a lot.
Did anyone experience this before?
04-26-2021 03:23 AM
Also it is not the draw calls which are to much, they stay at a consistent 3ms, but just the GPU! Sadly I wasn't able to debug this further. Any adivce on this?