21-02-2023, 09:04 AM
(This post was last modified: 21-02-2023, 09:08 AM by josemendez.)
Just did a quick test: updating and calculating collisions against 4000 overlapping box colliders in a 2013 Macbook takes roughly 13.5-14 ms/step for me (this happens in the BeginStep method, seen in the profiler):
![[Image: od0YQiF.png]](https://i.imgur.com/od0YQiF.png)
With the default timestep settings (fixed timestep 0.02, max timestep 0.33) it causes the engine to take two physics steps per frame, for a total time of 30.4 ms/frame including rendering all 4000 boxes.
500 ms/frame is more than an order of magnitude slower, specially considering A) colliders are not usually overlapping but spread out over a larger area and B) you're using much more powerful hardware so there's definitely some other issue at play in your case.
![[Image: od0YQiF.png]](https://i.imgur.com/od0YQiF.png)
With the default timestep settings (fixed timestep 0.02, max timestep 0.33) it causes the engine to take two physics steps per frame, for a total time of 30.4 ms/frame including rendering all 4000 boxes.
500 ms/frame is more than an order of magnitude slower, specially considering A) colliders are not usually overlapping but spread out over a larger area and B) you're using much more powerful hardware so there's definitely some other issue at play in your case.