I’m currently working on a rain weather system with rain that follows mesh surfaces to create a nice droplet effect:
I’m basically trying to copy the rain from the game RainTest21. However while his system gets insane fps (practically 0 drop with way more stuff going on), my system tanks from 240 → 160 fps.
I’m already using object pooling and making the particle emitter follow the camera’s position so that it’s not just emitting everywhere. What am I missing?
Also any feedback on anything you see is appreciated!
It sounds like you discovered the rain system isn’t what’s causing framedrop. However something to consider is it could be overdraw (lots of transparent objects infront of a complex world), but I dont think it’d cause that much of a drop. I suggest using microprofiler in your game to see what’s eating up frametime
Update: I looked into how to use the profiler and I found that for some reason BasePart.Size operations were using even more resources than even my raycast spam - I made the rain animate its size at 90 fps so it still looks super smooth and now i get full 240 fps yay!
Unfortunately this is a solo project rn and I’m not sure when it’ll be done if it’s gonna be finished at all - i’m working on it everyday but it could be like a yr until its release. I’m already scoping pretty hard hoping to tackle enemy ai and making the procedural gen better. I regard this as the highest praise though so thanks for offering!