Uniquely designed character controllers in my latest game have uncovered strange triggers to updateInvalidatedFastClusters seemingly related to physics constraints. Colleagues of mine have pointed out previously resolved issues related to updateInvalidatedFastClusters in other scenarios:
updateInvalidatedFastClusters called every frame for animations played inside viewport frames
My particular issue focuses on updateInvalidatedFastClusters as it relates to physics constraints. More specifically, LinearVelocity.
In addition, colleagues have also helped identify triggers caused by rapidly equipping and unequipping tools:
All of the stress tests of updateInvalidatedFastClusters mentioned above can be reproduced and observed in this file I have spent a whole day distilling and isolating from a larger tech stack: LC_updateInvalidatedFastClusters.rbxl (64.7 KB)
Please open the updateInvalidatedFastClusters
script under StarterCharacterScripts and read the top of the file for more context.
To simplify and save time observing microprofiler, I recommend the following:
- Switch microprofiler Mode to āTimersā instead of āDetailedā.
- Pan to the āRenderā group right under āNetworkā and āHeartbeatā
- In the āRenderā group, you should see a few bars fluxuating:
- Prepare (~13ms max timeĀ¹)
- UpdatePrepare (~13ms max timeĀ¹)
- updateInvalidatedFastClusters (~13ms max timeĀ¹)
ā¦- upload (~8ms max timeĀ¹)
- updateEntity (~13ms max timeĀ¹)
- updateGeometry (~13ms max timeĀ¹)
- finalize (~12ms max timeĀ¹)
- Left click any of these to observe the graph in the bottom right corner
Ā¹ System Information
- Windows 11
- Intel Core i7 9700k, 32 GB
- NVIDIA RTX 2080
Thank you!
@SigmaTechRBLX on X
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