Even though the scatterer instrument is set to virtualize, it keeps consuming about 0.5% CPU even when it’s far beyond the maximum distance.
So I added a trigger condition to set the instrument’s volume to 0 when it’s outside the distance range, and after that, the CPU usage dropped to 0%.
Is this an acceptable workaround?
Also, why does it still consume CPU outside the distance range even though volume virtualization is enabled?
Could this be a bug in the current version of FMOD?
Hi,
Can I get some additional info? Specifically:
- What content is the nested event playing?
- What stealing settings are the parent and nested event using?
- What version of Studio are you using?
If you could also provide me with a short series of steps that consistently reproduces the issue for you, that would be great.
Just following up on this - if you can provide the additional information I asked for in my previous reply, and a series of steps that reproduces the issue, that would be great!
I’ll send you the profiler data later since our team is really busy right now. Thank you."