<div dir="ltr">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 :<br><pre class="" style="font-family:monospace"><span style="color:rgb(0,0,153)">UseSeparatePhysicsThread</span> <span style="color:rgb(0,0,102);font-weight:bold">=</span><span style="color:rgb(102,0,102)"> true</span></pre></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Feb 3, 2016 at 10:56 AM, Sean M <span dir="ltr"><<a href="mailto:mondesire.sean@gmail.com" target="_blank">mondesire.sean@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div>Greetings,</div><div><br></div><div>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. </div><div><br></div><div>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.</div><div><br></div><div>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.</div><div><br></div><div>Thank you,</div><div>Sean Mondesire</div><div>MOSES Team</div><div><br></div><img alt="Inline image 1" width="544" height="268"><br></div>
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