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Optimizing Performance With Multiple Softbodies
#2
The amount of softbodies and/or solvers in the scene has zero impact on performance.

When you add an actor (soft body, rope, cloth, whatever) to a solver, all of its particles and constraints are "thrown in a bag" together with all particles and constraints of other actors. Then, all particles from all solvers in the updater are updated in parallel. The engine does not care where these particles came from, in fact it does not know what a "softbody" is: all it cares about are how many particles and constraints are there to process.

Roughly 500 particles (70 softbodies x 8 particles each) should be no issue. No need to enable/disable solvers, softbodies, etc.

- What are your solver/updater settings? how many shape matching constraint iterations, how many substeps, etc?
- You mention you're using Burst: make sure to disable the jobs debugger and safety checks, as these have a huge negative impact on performance. See:
http://obi.virtualmethodstudio.com/manua...kends.html
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Messages In This Thread
RE: Optimizing Performance With Multiple Softbodies - by josemendez - 25-10-2021, 08:57 AM