Thank you for your feedback, Michael.  As you know, the OpenSimulator is a very 
complex system.  It is very important for us to isolate as many variables as 
possible to present a responsible comparison analysis of the three engines.  
Sean presented the performance of the engines with the OpenSim configured as 
"stock".



You are absolutely correct, using the "UseSeparatePhysicsThread" flag does 
improve performance.  It is just one of the variables we are examining to 
determine the affect of the physics engine on the overall system.  Sean was 
reporting that there were significant increases in performance during the 
baseline testing.  By carefully and systematically changing the variables in 
the system, we can determine which variables have the most impact 
differentiation from the baseline as well as what affect each variable has on 
each engine.



I realize this looks like tedious work, and it is.  However this approach 
allows us to profile and examine the code so that meaningful changes can be 
made for the better (not accidentally stumbling upon a combination of 
variables).    As an Enterprise level user, we need the ability to predict how 
the simulator will behave under different loads so we can plan and provision 
for different usage scenarios.



In the very near future we will be releasing our distributed PhysX code as 
well.  This functionality will allow you to dedicate a separate server to the 
physics engine and scale it vertically as appropriate.  We can discuss the 
implications for scaled performance as well as tradeoffs in network performance 
at that time.



Lastly, we have specific needs that BulletSim cannot accommodate.  The decision 
to choose PhysX for integration was done deliberately.  If you would like to 
join us at the MOSES office hours or contact me directly, we can discuss in 
detail.



Have a great weekend.  v/r -doug







Douglas Maxwell, Ph.D.
Science and Technology Manager
Virtual World Strategic Applications
U.S. Army Research Lab
Human Research & Engineering Directorate
(c) (407) 242-0209<tel:%28407%29%20242-0209>
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Sent: Wednesday, February 03, 2016 11:10 AM
To: [email protected]
Subject: [Non-DoD Source] Re: [Opensim-dev] PhysX vs. BulletSim vs. ODE

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I have had over 100,000 physical spheres in Bulletsim without a crash and was 
still able to log in, move around and erase all the objects and have 
performance go back to normal, you need to enable running it in its own Thread, 
to achieve this level of performance. to enable this feature in the [BulletSim] 
section of OpenSim.ini add :

UseSeparatePhysicsThread = true

On Wed, Feb 3, 2016 at 10:56 AM, Sean M <[email protected] < 
Caution-mailto:[email protected] > > wrote:
Greetings,

The MOSES Team has been working on integrating NVIDIA's PhysX physics engine 
into OpenSim. Once complete, this integration will give OpenSim grid 
administrators the option of selecting the new engine for their own worlds.

Prior to releasing the complete integration, the team has begun extensively 
testing and analyzing the engine's performance. We are pleased to report that 
PhysX significantly improves OpenSim's ability to support more physical objects 
than BulletSim and ODE. Our analysis ran under controlled and repeated testing 
(30 independent OpenSim executions per engine) that isolated physics engine 
related variables. Under these conditions, PhysX supported 86% more physical 
objects than BulletSim (the OpenSim default physics engine) before the 
simulation's performance starts to noticeable degrade. More specifically, 
before dropping below 9 simulation frames per second (SimFPS), PhysX supported 
3,300 physical objects (AtvPrm), BulletSim 1,800, and ODE 200. The reported 
SimFPS did not use the correction factor; therefore, the highest frame rate was 
11.33 frames per second. Attached is a graph of the performance of the three 
physics engines as 5,000 physical objects were generated in the simulation. All 
experiment details will be available in the 2016 proceedings of MODSIM World.

Again, we are very pleased with the result and believe everyone will benefit 
from the effort. An announcement will be made in a few days to indicate when 
the final integration code will be available on the MOSES public GitHub.

Thank you,
Sean Mondesire
MOSES Team

[Inline image 1]

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Michael Emory Cerquoni
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