[Opensim-dev] PhysX Release Annoucement

BoneZ bonez at dogzhouse.com
Mon Apr 11 20:39:52 UTC 2016


Great news!
If this built against the old 8.2 code, or the current 9.0 trunk?



On 4/11/2016 11:19 AM, Sean M wrote:
>
> Greetings:
>
>
> The MOSES Team has completed integrating the Nvidia’s PhysX 3.33 
> physics engine into OpenSim. The source-code and documentation will 
> soon be made available on our public GitHub repository.
>
>
> Those who adopt the released code will have a new physics engine 
> option for their regions, in addition to ODE and BulletSim.
>
>
> The new PhysX capability provides cross-platform, optimized code that 
> supports real-time, multi-threaded physics calculations. From repeated 
> stress-testing, PhysX has supported more than 83% additional physical 
> objects and nearly half frame time (44%) than Bullet*.
>
>
> We have also included the ability to run physics in "distributed 
> mode". Distributed physics allows for the physics engine to be 
> executed on a completely separate server from the rest of the OpenSim 
> application. Under the right hardware and networking conditions, 
> distributed mode can increase the maximum number of users and objects 
> in a region.
>
>
> Soon we will share our completed work with the rest of the community. 
> Once available, please feel free to interact with the new engine, 
> analyze the source-code, pull from our repository, and share advancements.
>
>
> Best regards,
> Sean Mondesire
> MOSES Team
>
>
> [*] Single-threaded PhysX averaged 3,300 physical objects when the 
> SimFPS first dropped below 9 frames per second (FPS) after 30 
> independent runs. Same-thread BulletSim supported 1,800 physical 
> objects at the same FPS. No frame rate correction factor was used 
> during testing. Although SimFPS remained 11.33 when BulletSim ran on a 
> separate thread, this physics mode supported 600 fewer physical 
> objects than BulletSim-on-the-same-thread before the simulator’s 
> performance began to noticeably degrade. It was concluded that 
> separate-threaded BulletSim was the least stable mode of the 
> Bullet/PhysX physics engines, produced the highest frame times for 
> equal loads, and is not recommended as a physics configuration for 
> regions with more than 1,000 physical Active Prims.
>
>
>
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