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Usage of UWorld::AsyncSweepByChannel instead of UWorld::LineTraceSingleByChannelTrace for better lidar performance #4474

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wouter-heerwegh opened this issue Apr 9, 2022 · 0 comments · May be fixed by #4505

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@wouter-heerwegh
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wouter-heerwegh commented Apr 9, 2022

What feature are you suggesting?

Overview:

For large point clouds (>10000) the game thread hangs for some time. When comparing the distance driven by using the current velocity and the distance covered in the simulator, these will start to deviate.

Using the async line trace function will allow the gamethread and it's physics to keep running at a constant rate amd reduce/eliminate this issue

Smaller Details:

I found an article where they explain how to use it. Unfortunately I don't know much about unreal engine, so I have no custom implementation.

Nature of Request:

  • Change

Why would this feature be useful?

This would increase the performance of the simulator and make it easier for people to use larger pointclouds without the drawbacks of having the simulator slowing down as much as it is doing now.

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