Synchronising and updating actor transforms in Mass Entity performance

Hey James,

It’s a little tough in our situation to switch to ISMs as out game view is top down, with the expectation that there would be a lot of enemies on screen.

So there’s no real concept of LODs, it’s much more like they’re either on the screen or off the screen.

We also need an actor for each agent even when they aren’t on screen, due to each agent needing a GAS component and capsule collision.

A potential strategy we could take would be to use ISMs to represent the capsule collisions when they’re off-screen, then the movements would be batched which should improve transform update performance?

And the GAS components can all be part of a single actor with a `TMap<EntityHandle, AbilitySysComp>` maybe.

We’ll keep investigating further, but yes we would love to hear if the team has came up with any strategies for this bottleneck.

Particularly anything to do with batching the transform updates of multiple actors in a single call that could reduce overhead in Chaos for example.

Cheers,

Ben.