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And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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Hololens and Unity ParticleSystem
Tachoron
✭
Hi Guys,
I draw 3D-Graphs with HoloLens and the Unity Particle System.
Example:
But i have really problems with the Framerate. For the Example Graph with 100x100 = 10.000 Particles and the HoloLens FastConfigurable Shader without any additional LightEffects the Framerate drops at ca. 10FPS.
Has a anyone an idea to increase the Framerate:
- Is there an option to optimize the Shader?
- Are there Settings to Tweak the Particle System?
- Any other Unity Performance Tweaks? I tried Single Pass Stereo Rendering but there are no Performance improvements.
Thanks for any Help!
Best
Regards
Tagged:
0
Answers
I did one a while ago using formula . I think I did not see any frame drops.
How are the graphs generated?
This Way:
Hi,
have you resolved your performance problem ?
I encounter a similar issue.