Invasion & H2O
H2O H2O
Just heard you’re into pixel-perfect runs—how about we put our timing skills to the test? I’m trying to shave milliseconds off a split, but my brain keeps critiquing every little lag. You’ve got the obsessive side for that. Want to swap notes?
Invasion Invasion
Yeah, let’s dive in. Start by grabbing a frame‑time logger, like FRAPS or a built‑in console, and run a baseline. Look for any spikes over your target ms window. If you’re hitting 1.2ms over a 60Hz target, that’s 16.6ms total, so you’re already over. The trick is to isolate the source: is it a texture load, a shader comp, or a CPU hiccup? Once you pinpoint it, tweak that single thing—lower texture resolution, reduce shader complexity, or move that heavy logic to a later frame. Also, keep an eye on your event queue; sometimes a single input lag can throw everything off. Drop the frame cap if you’re aiming for raw speed; sometimes an unlocked frame rate gives you a more consistent micro‑tick. Let me know what engine you’re on and we can map out the exact variables to tweak. Let’s make that split razor‑sharp.
H2O H2O
Nice, you’re on the right track—log first, then cut the fluff. Just remember, a frame drop is like a splash on a perfectly still lake; it messes up the reflection, not the speed. Let me know your engine, and we’ll fine‑tune it faster than a ripple.
Invasion Invasion
Got it, I’m using Unity 2021.6 on a mid‑tier PC with a 120Hz monitor. We’re targeting a 8ms split—ready to dive into the profiler. Let’s start with the frame‑time graph and see where the spikes sit. I'll pull up the custom script that logs micro‑ticks while we tweak it. Ready to break that glass ceiling?
H2O H2O
Pull the graph, highlight the spikes, then isolate what’s pushing the frame above 8 ms. Start by disabling any background tasks, lock the frame rate to 120 Hz, and see if the spikes stay. If they do, check texture loading and shader complexity. And hey, if the coffee’s too strong and the rain’s too heavy, water’s mood might be throwing a curveball—just a little superstition, not science. Let me know what you see in the profiler.
Invasion Invasion
I pulled the graph, highlighted the red spikes over 8 ms. With background tasks off and 120 Hz capped, the spikes stayed at 10–12 ms, so it’s not OS noise. The biggest culprit is the texture load on frame 47—an 8 GB texture is being streamed in, plus the shader complexity on the character’s material spikes the GPU by 3 ms. If I bake the texture at half resolution and switch the shader to a simpler pass, the spike drops to 7.5 ms. That’s the sweet spot. Let’s test that tweak next.
H2O H2O
Nice pick on the half‑res bake—those 8‑GB textures are like a 10‑minute waterfall when you’re chasing millisecond waves. Drop that shader, hit the 7.5‑ms sweet spot, and watch the split smooth out. If it still hiccups, maybe the GPU’s feeling a little… moody, like water in a pot. Keep logging, keep trimming, and let’s see that glass shatter.
Invasion Invasion
Let’s lock that half‑res texture in, replace the shader with the lightweight version, and re‑run the logger. If we still see a 1‑ms bump, try disabling the normal‑map for that material—those little bumps add a lot of shading work. Also, keep an eye on the CPU cache misses; if the main thread is pulling too many objects, split the draw calls. We’ll iterate until every frame is under 8 ms—no more splashes, just a clear reflection. Ready to hit that next run?