ViewportFrame staggered updates behaving unexpectedly

Reproduction Steps
Working on creating a reproduction place for you atm.

Attached a gif in the meantime instead.

viewporterror3

Expected Behavior
This is not a complaint about staggered updates of viewportframes - I’m totally okay with that!
I’ve encountered a scenario where deleting, visible = false, or parent=nil, or not modifying models inside a viewportframe SHOULD restore performance, but is not.

Actual Behavior
The viewportframes stagger their updates when performance is bad, which is expected. What is unexpected is when I delete enough viewportframes that the staggering should not happen any more,
the staggering continues.


My “bug” is that this staggering/priority effect appears to be triggering far too aggressively, and/or is a not being updated as viewportframes are deleted/destroyed.

I’ve attached a gif of what I’m seeing - please take note of the smoothly rotating ui element in the top right… and the fact that there are only ** 8 viewportframes currently remaining in the entire game** with fairly simple meshes in each. The rest were deleted.

Workaround
No.

Issue Area: Engine
Issue Type: Display
Impact: High
Frequency: Constantly
Date First Experienced: 2021-11-01 00:11:00 (+10:00)
Date Last Experienced: 2021-11-29 00:11:00 (+10:00)
A private message is associated with this bug report

It’s hard to tell without reproducing it. What game is it? Is it public so I can take a look?
We always throttle updates. I guess your model might have too many parts? A general optimization is use less parts and rotate the camera instead of the model.
The fact that deleting it does not restore behavior looks more like a bug.

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Unfortunately for me, my attempts to make a reproduction in a simple test place show the engine working correctly, so its something dumb my full-sized-game is doing that I have not isolated yet

I’ll come back to you once I can send you a test file…

(The models are single simple mesh parts, they just look blocky because of their surface appearances)

sigh

Sorry folks,
seems it was just I’d had studio open for too long. Restarting studio fixed whatever it was, smooth as butter now.
(there goes 4 hours I wont get back)

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