<div dir="ltr">Hello there,<div>As I was reading about opensim performance on the <a href="http://opensimulator.org">opensimulator.org</a> site, I came across these two recommendations</div><div><ul style="line-height:19.0499992370605px;list-style-type:square;margin:0.3em 0px 0px 1.5em;padding:0px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px"><li style="margin-bottom:0.1em">Make as many objects phantom as possible. Phantom objects do not need to be tested for collisions with avatars and other objects, reducing physics frame time and increasing performance.</li><li style="margin-bottom:0.1em">Make as few objects subject to physics (e.g. falling under gravity, movable by other avatars) as possible. Physics objects need a lot more collision testing than ordinary non-phantom objects.</li></ul><div><font color="#000000" face="sans-serif"><span style="line-height:19.0499992370605px"><br></span></font></div><div>I understand these appear fairly logical. I am curious though, are these differences really going to make perceptible improvements in user experiences? Are there any metrics that would say help us know when to start converting unnecessarily physical objects to phantom?</div><div>Thanks</div><div>Ramesh</div>-- <br><div class="gmail_signature"><div dir="ltr"><font color="#999999">'Consider how the lilies grow. They do not labor or spin.'</font><br><b>Rameshsharma Ramloll</b> PhD, CEO CTO DeepSemaphore LLC, Affiliate <i>Research Associate Professor</i>, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040<br><div><a href="http://www.linkedin.com/in/rameshramloll" target="_blank">LinkedIn</a>, <a href="http://www.deepsemaphore.com" target="_blank">DeepSemaphore LLC</a>, <a href="http://www.rezmela.com" target="_blank">RezMela</a>, <a href="https://plus.google.com/103652369558830540272/about" target="_blank">Google+ profile</a></div></div></div>
</div></div>