[Opensim-dev] PhysX vs. BulletSim vs. ODE
Sean M
mondesire.sean at gmail.com
Wed Feb 3 20:28:08 UTC 2016
Thank you Michael for your comments.
The preliminary data that I shared earlier was generated from default
settings across the different engines. The MOSES Team's ongoing and
upcoming tests will analyze the impact of different configurations between
the three engines.
Because OpenSim can be executed on a wide range of platforms to satisfy
diverse use-cases, thorough and exhaustive testing can be difficult for
just the small MOSES Team. Therefore, I hope you and other members of the
community can take the time to deeply analyze our contribution and provide
quality feedback upon final release. With your help, others can make the
educated determination if adopting and enabling PhysX is right for their
sims.
All the best,
Sean Mondesire
MOSES Team
On Wed, Feb 3, 2016 at 1:57 PM, Michael Emory Cerquoni <
nebadon2025 at gmail.com> wrote:
> Here is a quick video I made just now with 10k physical spheres, its a bit
> slow its hard to render that much and record at the same time, but you can
> see BulletSim does quite well considering what is going on and its far
> beyond what is shown in the chart for BulletSim.
>
> https://www.youtube.com/watch?v=0RBpDDEAg_o&feature=youtu.be
>
> On Wed, Feb 3, 2016 at 12:20 PM, Michael Emory Cerquoni <
> nebadon2025 at gmail.com> wrote:
>
>> I totally agree, my entire point was that there are much lower
>> performance issues than the physics engine, doesn't matter if the physics
>> engine can handle 100,000 objects or not opensimulator can not adequately
>> update the viewer, very much probably because of the HTTP server, totally
>> agree, if my wording was misleading I apologize. I however do not agree
>> with the assessment being made about bulletsim, I have seen much higher
>> numbers than what is being shown here, I would like to see another run
>> added to these results with BulletSim configured to run in its own thread
>> and not the main simulator heartbeat loop, you would see much different
>> results I suspect, If anyone needs to see a actual demonstration of a
>> simulator with 10's of 1000's of physical objects in BulletSim i can
>> certainly demonstrate it.
>>
>> On Wed, Feb 3, 2016 at 12:12 PM, Cinder Roxley <cinder at alchemyviewer.org>
>> wrote:
>>
>>> On February 3, 2016 at 10:02:57 AM, Michael Emory Cerquoni (
>>> nebadon2025 at gmail.com) wrote:
>>>
>>> semantics, whatever the limitation is OpenSimulator can't update the
>>> viewer with more than about 1000 objects, I do all of my tests locally on
>>> 1000Mbit network, so if thats not enough what is? maybe I need 10TB network?
>>>
>>> Not semantics, accuracy matters when you’re placing blame on the wrong
>>> components. The fact that you even see objects rubberbanding is enough to
>>> know the viewer is capable of rendering those scenes. It’s trying to
>>> predict where that object is going when it hasn’t received that object’s
>>> next update. I can rez 3,500 objects in Second Life before seeing this
>>> behavior. It’s far lower in OpenSim because the HTTP/UDP server is crap.
>>> Convenient, but none-the-less crap under load.
>>>
>>> Naturally, you aren’t going to see people rezzing 3,500 balls and
>>> dropping them in a real world scenario, but you may have 10,000 physical
>>> but not actively thrown around objects in a scene, and bullet sim is less
>>> than happy when this happens.
>>> --
>>> Cinder Roxley
>>> Sent with Airmail
>>>
>>> _______________________________________________
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>>> Opensim-dev at opensimulator.org
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>>
>>>
>>
>>
>> --
>> Michael Emory Cerquoni
>>
>
>
>
> --
> Michael Emory Cerquoni
>
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