9a78efc7c270211e49fd7b2f071b61c706febffc
Issue description:
Physics process time is higher with bullet than with godot i could think that its because bullets is more complex, but still, i only have one kinematic character in the scene with some raycasts and areas no more that 10 of them combined, and static bodies, and the monitors show this:
bullet:

godot:

Steps to reproduce:
Link to minimal example project:
Btw, the commit hash is invalid? Fixed :)
oh sorry i pasted my version hash
cc @AndreaCatania @reduz
Confirming that I'm seeing 2-3 less fps with Bullet than with Godot physics in 9a78efc
How does the performance scale? I could see this being an acceptable drop if the performance degrades significantly less than Godot's physics at higher loads.
This is an interesting discussion, however I didn't setup Godot profiling on bullet, so these that could be not 100% correct
I'll check it soon
this seems to be fixed now
godot

bullet

Most helpful comment
How does the performance scale? I could see this being an acceptable drop if the performance degrades significantly less than Godot's physics at higher loads.