[Opensim-dev] PhysX vs. BulletSim vs. ODE
Michael Emory Cerquoni
nebadon2025 at gmail.com
Wed Feb 3 16:15:08 UTC 2016
The bigger problem is that after about 1000 physical objects the viewer
cant handle that many updates anymore, so realistically unless we get a new
viewer and much much better protocols, the real limit is not bound to the
physics engine on any level, our ability to send 1000s of updates to the
viewer in real-time is the real issue.
On Wed, Feb 3, 2016 at 11:10 AM, Michael Emory Cerquoni <
nebadon2025 at gmail.com> wrote:
> I have had over 100,000 physical spheres in Bulletsim without a crash and
> was still able to log in, move around and erase all the objects and have
> performance go back to normal, you need to enable running it in its own
> Thread, to achieve this level of performance. to enable this feature in the
> [BulletSim] section of OpenSim.ini add :
>
> UseSeparatePhysicsThread = true
>
>
> On Wed, Feb 3, 2016 at 10:56 AM, Sean M <mondesire.sean at gmail.com> wrote:
>
>> Greetings,
>>
>> The MOSES Team has been working on integrating NVIDIA's PhysX physics
>> engine into OpenSim. Once complete, this integration will give OpenSim grid
>> administrators the option of selecting the new engine for their own worlds.
>>
>> Prior to releasing the complete integration, the team has begun
>> extensively testing and analyzing the engine's performance. We are pleased
>> to report that PhysX significantly improves OpenSim's ability to support
>> more physical objects than BulletSim and ODE. Our analysis ran under
>> controlled and repeated testing (30 independent OpenSim executions per
>> engine) that isolated physics engine related variables. Under these
>> conditions, PhysX supported 86% more physical objects than BulletSim (the
>> OpenSim default physics engine) before the simulation's performance starts
>> to noticeable degrade. More specifically, before dropping below 9
>> simulation frames per second (SimFPS), PhysX supported 3,300 physical
>> objects (AtvPrm), BulletSim 1,800, and ODE 200. The reported SimFPS did not
>> use the correction factor; therefore, the highest frame rate was 11.33
>> frames per second. Attached is a graph of the performance of the three
>> physics engines as 5,000 physical objects were generated in the simulation.
>> All experiment details will be available in the 2016 proceedings of MODSIM
>> World.
>>
>> Again, we are very pleased with the result and believe everyone will
>> benefit from the effort. An announcement will be made in a few days to
>> indicate when the final integration code will be available on the MOSES
>> public GitHub.
>>
>> Thank you,
>> Sean Mondesire
>> MOSES Team
>>
>> [image: Inline image 1]
>>
>> _______________________________________________
>> Opensim-dev mailing list
>> Opensim-dev at opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>
>>
>
>
> --
> Michael Emory Cerquoni
>
--
Michael Emory Cerquoni
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://opensimulator.org/pipermail/opensim-dev/attachments/20160203/ed7e2279/attachment.html>
More information about the Opensim-dev
mailing list