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Question by CofaResearch · Oct 15, 2014 at 04:28 AM · performance

Particle behaviour on different machines

I'm wanting to know if anyone else has had any issues with shuriken particle systems behaving significantly differently on different computers. It makes sense for performance/fps to vary depending on the capabilities of the PC, however I've found that particle systems (more specifically, the forces applied to them) are behaving differently.

In one scene, I have shuriken mesh blood cell particles flowing down the inside of a vessel, their motion a mix of collision and 'force over lifetime' (to help give a varied, pulsing motion). On my build PC the forces have been tweaked for the particles to approximately follow the vessel, however when running an exported executable I've found all the forces appear to be approximately halved, with particles dying off long before they reach their intended destination.

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avatar image KayelGee · Oct 15, 2014 at 07:38 AM 0
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Are you using the same executable on both machines? Are the machines running at the same fps?

avatar image CofaResearch · Oct 16, 2014 at 01:11 AM 0
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yeah, the same executable on both machines, they do run at different FPS though. I'm thinking that particle forces must be framerate dependent, though that seems silly, forces seem like they should be absolute.

avatar image CofaResearch · Oct 16, 2014 at 02:58 AM 0
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Another point I should add is that the development machine is running a quadro k4000 GPU, while the test machine runs a Radeon R9 270. Could changes in floating point precision calculation effect the forces?

The executables are also for Oculus Rift, and i'm experiencing proportionally slower player movement too. Over in https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=2533 it's mentioned that fixedupdate, while theoretically being framerate independent, isn't at very high or very low FPS. $$anonymous$$y latest build is running at 20-30FPS in the editor, but easily 150FPS + on the test machines, and I wonder if this is tripping out the fixedupdate calculations.

Interestingly, I decided to run my latest .exe on the development machine (as opposed to in the editor) and noticed that while I get around 75FPS, the particles seem to have slightly slowed/be less effected by forces. I'll continue investigating

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Answer by CofaResearch · Oct 21, 2014 at 02:54 AM

So I ended up doing some more digging and found a couple of other people with similar problems. Seems like the problem is with the 'limit velocity over lifetime' property of the shuriken particle systems.

http://issuetracker.unity3d.com/issues/shuriken-particle-system-module-limit-velocity-over-lifetime-is-fps-dependent

The rest of the particle system is framerate independent, but not this section apparently! I guess it's just a bug for now. I'm going to try and work to a vsynced framerate at 75FPS and modify the 'dampen' value in my current systems so that they will behave has desired at that framerate, it's an annoying workaround, but the best solution i can think of right now.

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Answer by unimechanic · Oct 16, 2014 at 01:36 PM

the development machine is running a quadro k4000 GPU, while the test machine runs a Radeon R9 270

Please submit a bug report following these guidelines:

http://blogs.unity3d.com/2009/04/15/bug-reporting-and-you/

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avatar image CofaResearch · Oct 19, 2014 at 11:01 PM 0
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so you think it's probably a bug rather than a setting or something I may be missing? I didn't want to jump straight into reporting it when there may yet be a solution.

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