Godot: Physics process performance

Created on 5 Nov 2017  路  7Comments  路  Source: godotengine/godot

Operating system or device, Godot version, GPU Model and driver (if graphics related):

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:
screenshot from 2017-11-05 12-34-33

godot:
screenshot from 2017-11-05 12-30-34

Steps to reproduce:

Link to minimal example project:

discussion physics

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.

All 7 comments

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
screenshot from 2017-11-22 18-55-49

bullet
screenshot from 2017-11-22 18-58-15

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