<div>I recently did a performance profile on OpenSimulator in Scene and Physics/ODE to try and establish some of our sticking points.</div>
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<div>One such sticking point is InnerScene.UpdateEntities.</div>
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<div>It appears to go through the entire list of entities and call the update method which is overloaded. This process consists of 67% of all CPU under normal use. Is there any reason that we need to call the update method on *every* entity in the scene 10 times per second? Consider the scenes that have 16,000 or more entities. (I only have 342 + avatar in my test scene)</div>
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<div>Is there any reason this can't be implemented in a taint queue?</div>
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<div>Best Regards</div>
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<div>Teravus</div>