I am using a Time Scale of 3 for the game I am working on as I find that that gives me the feel that I want for my game. I am concerned about whether this will have any affect on performance or not. Any wisdom on this?
No effect; it’s just an arbitrary number. What would have an effect on performance is changing the fixed timestep, which would cause the physics simulation to run more (or less) often than the default, but you probably know that.
–Eric
Thanks for clearing that up. It’s good news.
Hi,
I was just thinking of this.
Why is it that it does not? In my mind, I would think that doubling the timescale for instance doubles the amount of work the computer must do.
Thanks, just curious.
No, it’s likely a deltatime multiplier, costing one multiply in total. ie free. As Eric points out, FixedUpdate is the exception.
Hm. Still don’t get it. The way I see it, it would, but I am obviously incorrect.
Thanks.
Yeah.
You know what I mean tho. I see it as like doubling your car engine speed. It’s twice as hard in the engine. Now, if we brake it down to time, and a frame occurs every x seconds and timeScale 1, now if timeScale ='s 2, x will now = x/2.
If we continue this at infinitum the engine would blow up and consume the universe. I kid, but still, it would seem it would have to crunch numbers more and more rapidly.
A potentially stressful computation pattern.
Think if you are moving a cube 1 meter/s.
Normally you multiply the speed (1 m/s) by Time.deltaTime so it happens over time, right?
If you make Time.TimeScale = 2.0f, you are now moving the cube at 2 m/s. It still moves a certain amount every frame because it’s multiplied by Time.deltaTime, it’s just now going to move twice as much every frame.
That doesn’t change the amount of processing done, it just changes the math of how much to translate the object.
Oh I see.
Thanks!!!