Sure, OpenSimulator like many server applications, like MySQL or Apache are not configured for maximum performance out of the box, the default settings are chosen to allow the broadest range of hardware to run a quick test to see if OpenSimulator can work for you or not. Personally I think all Physics engines should be run on their own thread, having the physics engine share a thread with the heartbeat loop is a bad idea and will cause performance decay almost the instant any kind of stress is put on the chosen physics engine and if you notice in my video the Sim FPS never budges from 55fps while Physics takes a real beating, even so with BulletSim set to use its own thread, its still only a single thread, if we can resolve the major issues with sending so many updates to a viewer either by new protocols or fixing the OpenSimulator HTTP server, or a completely new viewer technology, improving physics beyond this to say multi-threading or GPU accelerated physics seems like it won't be as beneficial as we all hope it would.
On Wed, Feb 3, 2016 at 3:28 PM, Sean M <[email protected]> wrote: > Thank you Michael for your comments. > > 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. > > 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. > > All the best, > Sean Mondesire > MOSES Team > > On Wed, Feb 3, 2016 at 1:57 PM, Michael Emory Cerquoni > <[email protected]> wrote: >> >> 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. >> >> https://www.youtube.com/watch?v=0RBpDDEAg_o&feature=youtu.be >> >> On Wed, Feb 3, 2016 at 12:20 PM, Michael Emory Cerquoni >> <[email protected]> wrote: >>> >>> 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. >>> >>> On Wed, Feb 3, 2016 at 12:12 PM, Cinder Roxley <[email protected]> >>> wrote: >>>> >>>> On February 3, 2016 at 10:02:57 AM, Michael Emory Cerquoni >>>> ([email protected]) wrote: >>>> >>>> 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? >>>> >>>> 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. >>>> >>>> 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. >>>> >>>> -- >>>> Cinder Roxley >>>> Sent with Airmail >>>> >>>> _______________________________________________ >>>> Opensim-dev mailing list >>>> [email protected] >>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >>>> >>> >>> >>> >>> -- >>> Michael Emory Cerquoni >> >> >> >> >> -- >> Michael Emory Cerquoni >> >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > -- Michael Emory Cerquoni _______________________________________________ Opensim-dev mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
