<div dir="ltr">Thank you Michael for your comments.<div><br></div><div>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.</div><div><br></div><div>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.</div><div><br></div><div>All the best,</div><div>Sean Mondesire</div><div>MOSES Team</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Feb 3, 2016 at 1:57 PM, Michael Emory Cerquoni <span dir="ltr"><<a href="mailto:nebadon2025@gmail.com" target="_blank">nebadon2025@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">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.<br><br><a href="https://www.youtube.com/watch?v=0RBpDDEAg_o&feature=youtu.be" target="_blank">https://www.youtube.com/watch?v=0RBpDDEAg_o&feature=youtu.be</a><br></div><div class="gmail_extra"><div><div class="h5"><br><div class="gmail_quote">On Wed, Feb 3, 2016 at 12:20 PM, Michael Emory Cerquoni <span dir="ltr"><<a href="mailto:nebadon2025@gmail.com" target="_blank">nebadon2025@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">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.<br></div><div class="gmail_extra"><br><div class="gmail_quote"><div><div>On Wed, Feb 3, 2016 at 12:12 PM, Cinder Roxley <span dir="ltr"><<a href="mailto:cinder@alchemyviewer.org" target="_blank">cinder@alchemyviewer.org</a>></span> wrote:<br></div></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div><div style="word-wrap:break-word"><span><div style="font-family:Helvetica,Arial;font-size:13px;color:rgba(0,0,0,1.0);margin:0px;line-height:auto">On February 3, 2016 at 10:02:57 AM, Michael Emory Cerquoni (<a href="mailto:nebadon2025@gmail.com" target="_blank">nebadon2025@gmail.com</a>) wrote:</div> <div><blockquote type="cite" style="font-family:Helvetica,Arial;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px"><span><div><div></div><div><div dir="ltr">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?</div></div></div></span></blockquote></div></span><p>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.</p><p>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.</p><span><div><div style="font-family:helvetica,arial">-- <br>Cinder Roxley<br>Sent with Airmail</div></div><div></div></span></div><br></div></div><span>_______________________________________________<br>
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