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reececomo avatar reececomo commented on June 26, 2024

For reference, just increasing emission rate results in patchy trails like this:

image

(While also adding some performance overhead on mobile)

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reececomo avatar reececomo commented on June 26, 2024

Update: I think the gaps was caused by using a third-party interpolation renderer library (for smoothing 30Hz/120Hz/144Hz/etc.). I've wrapped Emitter so that Emitter.setOwnerPos() is triggered on the corresponding draw frames to the interpolated location and it looks considerably better now.

Still not great, a little patchy, looks ok when playing realtime, but still noticable in stills/screenshots:

gameplay snap

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reececomo avatar reececomo commented on June 26, 2024

Another quick update: Performance is pretty horrendous on lower and middle-end devices, its only about ~2000 particles. Still investigating.

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andrewstart avatar andrewstart commented on June 26, 2024

You can reduce the impact of this library on performance by using a LinkedListContainer (from this library) as the parent to your emitted particles. Basic particle emission will never get you a true trail, though, as that is typically a different mesh-based effect.

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reececomo avatar reececomo commented on June 26, 2024

Tinkering around with thicker particles and not changing the scale, just the alpha - got the number of particles down from ~2300 to around 500 which has improved performance for now.

as that is typically a different mesh-based effect.

Ah thank you, that's probably a good place for me to look.

You can reduce the impact of this library on performance by using a LinkedListContainer

Nice, will have a look at that too.

image

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