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  • ... sculpties work pretty much the same way in opensim, except for upload and physics. In fact, the same prim property is used for both mesh and sculptie ...Artis: i think i know a way in my form of language that can improve bullet physics
    42 KB (6,441 words) - 22:23, 25 October 2015
  • ...ut a year ago this time I was here and I asked about the current stages of physics engines. [2014/07/08 11:43] Dahlia Trimble: but it requires client side physics and scripting and all that
    74 KB (9,790 words) - 22:32, 25 October 2015
  • ... a question if I may .... Did I get it right that the fudge factor for the FPS counter in the OpenSim-software is set to 5.0 but the OpenSim.ini sets it t ... still no avinationmerge for now.. and its back to reporting normalized 55 fps by default
    46 KB (7,198 words) - 20:25, 10 November 2015
  • ....Clark-Casey @hg.osgrid.org: I restored the ability to temporarily disable physics when bulletsim is running on a diff thread, so that can be tested if ncessa [12:12] Crista Lopes: oh cool. No physics? Does that mean we'll all float?
    71 KB (10,941 words) - 22:34, 25 October 2015
  • [2014/10/07 12:25] Justin Clark-Casey: hopefully that will show up in the stats though I suspect I may need to increase their frequency [2014/10/07 13:09] Justin Clark-Casey: physics fps at around 30-ish
    67 KB (8,268 words) - 22:36, 25 October 2015
  • ...Doug.Maxwell @grid.avacon.org:8002: our current thinking is that a pool of physics processes are available for coverage [2014/10/14 12:09] Luisillo.Contepomi @hypergrid.org:8002: 33 fps
    108 KB (13,487 words) - 22:37, 25 October 2015
  • ...ding, you see serious time dilation (0.6 or worse) and sim fps and physics fps drop from the usual 55 down into the 20's and 30's [11:20] Justin Clark-Casey: if actually scene fps changes then it's unlikely to be anything to do with throttles
    54 KB (7,903 words) - 22:41, 25 October 2015
  • ...sgrid.org: I made a video yesterday testing Moses stats patch to make sure physics reporting is working well, seemed to be ok so far [11:22] BlueWall Slade: justin - what do you thin kabout the stats patches?
    53 KB (8,132 words) - 22:50, 25 October 2015
  • [11:25] Ci Sense: sim FPS is about 10 .. no way it will be enough for a VR set [11:26] Richardus.Raymaker @hypergrid.org:8002: sim fps is very low neb
    31 KB (4,543 words) - 22:52, 25 October 2015
  • [11:01] BlueWall Slade: you might look at the stats [11:05] BlueWall Slade: see if UnackB in stats is high
    33 KB (4,936 words) - 22:54, 25 October 2015
  • ... being handled by a special plugin mechanism. Anyone wanting to do another physics implementation can now just do it with a region module. === Physics ===
    9 KB (1,399 words) - 18:35, 21 November 2015
  • [11:00] Aine.Caoimhe @refugegrid.com:8002: and she said sim fps and physics fps was reporting 11-11.3 [11:00] Nebadon Izumi: 11 fps is the max now
    36 KB (5,249 words) - 23:02, 25 October 2015
  • [2011/11/22 11:08] Nebadon Izumi: sim is only using 638mb on show stats .../22 11:08] Justin Clark-Casey: possibly - certianly one of them stops the physics holding on to PhysicsActors unnecessarily
    54 KB (6,650 words) - 22:27, 24 October 2015
  • ...2/07/03 11:29] Justin Clark-Casey: well, it's easy to see - just open the stats pane [2012/07/03 11:29] Justin Clark-Casey: if the physics time is high then that would indicate an ode issue
    30 KB (3,799 words) - 22:41, 24 October 2015
  • [11:44] Nebadon Izumi: i would eventually like to detect the physics engine [11:46] Nebadon Izumi: Bulletsim should work much closer to SL physics
    45 KB (6,898 words) - 04:38, 25 October 2015
  • [11:15] Justin Clark-Casey: nebadon: was there any associated physics log message? ...hink in SL a lot more stuff is run on a single thread effectively, such as physics and script udpates
    40 KB (5,888 words) - 04:40, 25 October 2015
  • ===Physics=== ===Stats===
    12 KB (1,761 words) - 14:49, 24 November 2015
  • ... @refugegrid.com:8002: Ubit made some improvements to the handling of mesh physics and avatar interactions, but I think there is going to be a lot of bad cont ...olo @avirtualworld.dyndns.org:8002: and once you get 500 prim it goes to 9 fps
    62 KB (9,093 words) - 20:40, 5 January 2016
  • ...mostly) ubODE physics engine and removal of some megaregions code from the physics engines. ...ved MegaRegion support other than seeing the recent ones that affected the physics engine.
    26 KB (4,110 words) - 04:56, 13 September 2016
  • ; physics = OpenDynamicsEngine ; physics = BulletSim
    67 KB (7,605 words) - 15:51, 2 May 2017

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