Performance of TrueSync types
We are seeing severe performance issues with even the most basic operations of moving units around and other operations that involve vector or quaternion maths.
Therefore I did some timings on the performance of the TrueSync types, specifically TSVector and TSQuaternion, to see how the compare to their Unity counter parts.
What are your thoughts on this?
Therefore I did some timings on the performance of the TrueSync types, specifically TSVector and TSQuaternion, to see how the compare to their Unity counter parts.
 Normalizing a TSVector is over 20 times slower than a Vector3.
 Adding two TSVectors is about 7 times slower than adding Vector3s.
 Instantiating a TSVector is 3 times slower than a Vector3.
 Doing the dot product of two TSVectors is over 20 times slower than for Vector3s.
 Doing the closest to Quaternion.LookAt (TSQuaternion.CreateFromMatrix(TSMatrix.CreateFromLookAt(...)) is over 50 times slower than Quaternion.LookAt.
What are your thoughts on this?
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Answers

Hi @Geminior, thanks for the report and the comparation with Unity's correlated functions. Basically for all math operations we wil always have a slower perfomance, because we do this calculation with fixed point arithmetics to have a deterministic result on every client connected. We plan to improve our math side but we have to take determinism in mind.0