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Author Topic: Lots of rigidbodies / objects  (Read 4186 times)

« on: August 01, 2010, 09:44:41 AM »
Just some testing scenes.

latest Rad 7 beta:
80 boulders, ~60fps
90 boulders, ~50fps then drops to <15fps when lots of collisions
100 boulders, <1-5 fps, stuck..

(default terrain, default boulder, g-force, fps counter)

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« Reply #1 on: August 01, 2010, 10:40:38 AM »
80 boulders  =  0.8 fps when all Rbs touch the ground   :o
 
100 boulders = no movement visible...
 
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« Reply #2 on: August 01, 2010, 10:53:06 AM »
50 boulders = 6fps at start and 0.6 fps when all touch ground
software mode on a netbook

Currently using 7.22
« Reply #3 on: August 01, 2010, 11:01:16 AM »
80 boulders about 40 fps on my gear in SW mode.
I would thought it suppose to be better, is it physics calculation or internal messaging ?

I want to know what Weapon121 gets on these test.



EDIT: solid 60 fps when RB's are only linked to terrain and not to eachother.

EDIT2: solid 60 fps on 100 RB too when only linked to terrain and gforce and not to eachother
.. this would imply 100 RB = 200 messages compared to 10000 messages when all are interlinked.
.. so I would think rads internal messaging is the bottleneck, not physx.
« Last Edit: August 01, 2010, 11:11:25 AM by shadmar »

PsychoWeasel9

« Reply #4 on: August 01, 2010, 11:08:46 AM »
Hmm.. I'd put in my two cents, but every time I click on the V7 icon, it opens 6.49.  Go figure :-\
« Reply #5 on: August 01, 2010, 11:26:12 AM »
shadmar, in your tests RBs linked to RBs Vs. Rbs linked to terrain only,are all the RBs in contact with each other, like the image posted by mgear?? or just hitting the ground here and there?

Im asking because, being all in contact with each other, the problem could be more related to the physics thing (too), like that problem we saw once when we couldnt stack more than 4 or 5 rows or bricks without tunning down physics simulation accuracy... AND, in suchcase, it wouldnt be really a big "ooohhh" that them work just fine interacting only with the terrain.
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« Reply #6 on: August 01, 2010, 11:31:15 AM »
@PsychoWeasel9
 
Quote
You can find 3D Rad v7 in the Start menu. Running 3D Rad by clicking the desktop icon instead will start the version you last launched from the Start menu.

 ;)
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PsychoWeasel9

« Reply #7 on: August 01, 2010, 11:44:38 AM »
@PsychoWeasel9
 
Quote
You can find 3D Rad v7 in the Start menu. Running 3D Rad by clicking the desktop icon instead will start the version you last launched from the Start menu.

 ;)
Yes, I know, but the first time I clicked the v7 icon it said something like "can't find .exe" and now it only loads v6
I know how to use my own pc, thank you
« Reply #8 on: August 01, 2010, 11:45:47 AM »
shadmar, in your tests RBs linked to RBs Vs. Rbs linked to terrain only,are all the RBs in contact with each other, like the image posted by mgear?? or just hitting the ground here and there?

In mgears test they hit the ground and bump into eachother now and then. I don't think all of them collides, maybe 1/3 of them, hard to tell, but I know what you mean.

I tested iSimQuality, but it doesn't work with v7 (yet!?)
« Reply #9 on: August 01, 2010, 12:42:42 PM »
I know how to use my own pc, thank you

sorry for trying to help, maybe I read it wrong  :P
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« Reply #10 on: August 01, 2010, 01:43:00 PM »
80 boulders SW mode kept on freezing, lowered to 60 better but still lagging a bit lowered to 54 perfect framerate! ;D
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« Reply #11 on: August 01, 2010, 01:56:00 PM »
opened the same project in v6.49 and:

40 boulders it goes ~58fps
50 boulders, crash..
60 boulders, crash..
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PsychoWeasel9

« Reply #12 on: August 01, 2010, 02:03:42 PM »
I know how to use my own pc, thank you

sorry for trying to help, maybe I read it wrong  :P
No, I should be sorry...  I've got a headache today, so I'm in a rather bad mood. (that headache being caused by running out of ideas :P)
« Reply #13 on: August 01, 2010, 02:09:08 PM »
Thanx for setting up the test project mgear, and thank you everyone for the feedback!

80 boulders made of 3 spheres each, tested for collision against each other and against a polygonal model (terrain) made of thousands of triangle is quite a massive task to perform 60 times a second  :P

So, if you get more than 30fps in software mode, on a midrange PC, we can safely conclude that switching to PhysX was a giant leap forward from 3D Rad v6  :)

There should be no big overhead due to internal 3drad messages in this case because RigidBody objects don't actually exchange messages with other RigidBody objects, run-time.

So, the performance we get should be basically the same that we would get with any other 3d engine which uses PhysX, when performing exactly the same task (exactly the same models, same number of polygons for terrain etc).

Keep in mind that actual performance depends on many factors, including how exactly the rigid-bodies involved collide (all at the same time vs over a longer period, or all around the same location or against the same terrain model versus far apart one another or against different terrain 'sectors' etc).

Also note that PhysX skips collision detection for rigid-bodies that are still (eg resting on ground). You should notice that frame rate gets better, in the mgear demo, after a while, when all objects are still. However note that sleep mode for rigidbody that hit the same terrain rigid-body may only trigger when ALL other rigid-body hitting the same terrain are still.

« Reply #14 on: August 01, 2010, 02:57:19 PM »
opened the same project in v6.49 and:

40 boulders it goes ~58fps
50 boulders, crash..
60 boulders, crash..

I think that proves the performance gain with PhysX. Double the performance!
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