Search results for query: *

  1. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    Thanks for all your inputs and especially thanks to Skydiver for testing it out. Your low times made me accept something was more "off" than just the difference in compilation between the two threads. And so, I really dug into the whole compilation setup of the my Unity project, and looked into...
  2. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    This is not a "Unity threading class". This is standard threading (System.Threading). I need it because I need some calculations that doesn't run in Unity's main thread. Some stuff might be more heavy, and so can't be performed within a standard frame time of Unity. So unless I want the game to...
  3. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    I don't know what "refraction" means (Well, I do know the word, and how it relates to the way em waves transition between materials ;)). But it sounds like you know stuff. It never entered my mind that Unity would have problem with stuff like that, as in my head Unity only deals with their own...
  4. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    My computer is brand new, 18 core Intel i9 processor. So if you can get it to run these threads in 60ms, while my times starts at 600ms, something is clearly wrong. The loops should get the actual calculation to run 64,000,000 times. Are you sure your old computer should be able to do that in...
  5. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    As my code didn't invoke any Unity functionality or came even close to the Unity API, I didn't figure this to be related to Unity at all. Now I am not so sure. I have filed a bug report to Unity, maybe they can figure out what's going on.
  6. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    Yes :) Otherwise I also guess my result would be 0. Because the two double values holding times are either 0, or an actual result. I prepared the code for this forum to not be too Unity bound, and in that process I removed my way of pulling out the result. Because of the time it takes (Which is...
  7. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    This is code running in Unity. And as such I am not compiling for release, I just "Build the project" ;) But it was for sure good to mention, because I had not built it yet (Just tested directly in the editor). But when I do, the problem actually gets even bigger. Times in Unity build: ThreadA...
  8. Henrik Kragh

    Resolved Two nearly identical threads, big performance difference

    I have a big multithreaded system in C#, and I realized that performance was very different between two threads. Now I have designed two nearly identical threads, where one performs 4-5 times faster (And it scales up linearly if you change the amount of loops they have to run). And the...
Back
Top Bottom