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ReadSurfaceData_Flush blocking render thread and causing stuttering #4101
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Hmm, this seems like a limitation of AirSim's current image rendering implementation, the repo you linked seems very useful, will check it out. Will probably require a rework of the pipeline being used, don't think it has been touched since a long time. #3018 is currently outdated, will try to revive it to at least get some FPS improvements. The current ROS wrapper is also I think not very optimized, at least according to various issues, that can be improved as well |
Thanks for taking a look at this, I will follow the pull request so that I can try to help/test when needed |
Just to link it, I believe this is also the cause of the issue I describe here #4120 |
@rajat2004 Has there been any progress towards a fix for this? |
Bug report
What's the issue you encountered?
When running the simulator, I get a steady 60 FPS, nog major drops. When running the ros wrapper (with cameras), the simulator jumps from 60 to 20 fps and back at a very regular frequency. This happens both with binaries and in the UE4editor. When looking at the profiler in Unreal, I see that the render thread is taking most of it's time, trying to flush surface data. From what I understand, this also blocks the game thread because they have to stay in sync.
I am still very new to Airsim and Unreal, so I have no clear idea on how to solve this. I did however find this repository basically explaining how to use cameras without having to flush.
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How can the issue be reproduced?
Include full error message in text form
RHImethod_ReadSurfaceData_Flush
taking very longThe text was updated successfully, but these errors were encountered: