Calculating / approximating different colliders performance cost

In a specifically designed scenario which you know the existing CPU cost of.

The cost is essentially “per definition” when it comes to convex collision.
If you have X number of primitives, then the cost is about the same wether you use X number of boxes, or spheres.

If you are talking about using complex as simple - just don’t.

Define custom collision for your mesh either in a DCC with UCX definitions, or use the engine to generate the collision based on parameters/number of hulls you feel appropriate.

Even with the hiest settings of that, you can have billions simulating physics with about the same load - wait, thats only true for physx. On Chaos, well, there is a reason they called it Chaos…

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