Hi Daniel,
There are some tuning parameters in PBDRigidsEvolution.cpp at the top which may help out, specifically:
CHAOS_API int32 AccelerationStructureIsolateQueryOnlyObjects - Try turning this on
CHAOS_API int32 AccelerationStructureSplitStaticAndDynamic - Check this is on (It should be)
CHAOS_API int32 GAccelerationStructureCacheOverlappingLeaves - Try turning this off. This may help your case, but slow down scene queries as a consequence
It is probably worth checking that your static bodies aren’t moving at all as well - that way they should be lowish cost after the initial build since the static only structure isn’t changing if there is no static movement. 170K static particles is high though. How large is this map and how many players are you budgeting for? 1ms is far from terrible as well, but we can see if they is able to be improved.
All the best
Geoff Stacey
Developer Relations
Epic Games