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Archive for May 12th, 2013

Multithreaded performance scaling in PhysX SDK

with 6 comments

Recent “The Evolution of PhysX” article has unvealed the current situation with performance improvements among various PhysX SDK vesions, however, one interesting case has remained outside the coverage – performance scaling in multithreaded environments.

It is known that, while PhysX SDK 2.8 has rather limited multi-threading capabilities (mostly working on per-scene or per-compartment basis), PhysX SDK 3.x can distribute various tasks across worker threads much more effective, and thus offer better support for multi-core CPUs.

But how well does multi-threading actually work in PhysX 3 (we’ll take the latest 3.3 version)? Using the same PEEL (Physics Engine Evaluation Lab) tool to the record the performance metrics, we will try to shed the light on this question.

Scene #1 – random dynamic primitives in a box

Static container filled with 256 random primitives (sphere, box, capsule).

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Written by Zogrim

May 12th, 2013 at 11:08 pm

The Evolution of PhysX SDK, performance-wise

with 6 comments

A quite interesting, unexpected and a little emotional article – The Evolution of PhysX – was published today by Pierre Terdiman, senior software engineer in NVIDIA and one of the developers of the original NovodeX engine.

Update: Multithreaded performance scaling in PhysX SDK

The article provides in-depth performance comparison between various versions of PhysX SDK (2.8.4, 3.2 and 3.3 Beta), using well-known open-source Bullet physics engine as as a reference point.

The performance tests were performed using PEELPhysics Engine Evaluation Lab, a specialized tool that is using within NVIDIA to research behaviour and performance of various physics engines using a set of standartized scenes.

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Written by Zogrim

May 12th, 2013 at 12:37 pm

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