Physics Performance of 1000s of actors

I am playing around with the physics engine a bit and I have run into a problem with my performance.

I have created an actor with a static mesh cube with collisions and physics enabled, nothing else.
In the picture below I have spawned around 2000 of them and let them fall to the ground and my framerate is really suffering :stuck_out_tongue:

Anyone has any idea of how to improve this performance?

It’s probably draw calls rather than physics

  • disable Shadow Casting
  • add Static Mesh Components instead of actors
  • drop Position Solver Iteration Count to 1
  • disable Generate Overlap Events (just in case)

With 1024 simulating SMCs and with the above settings I’m getting hundreds of fps on an ancient rig.

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In this scenario, it’s going to be mainly about shadows.

Thanks, this helped alot!
Now I can have around 7000 cubes before it becomes unplayable :stuck_out_tongue:

Do you have any more good tricks to be able to have even more?

ue5 physic (chaos) a mutch slower than old physic, and im not talking about%, chaos is slower at least 3 times sometime 10 times.

The approximate percentage is about 80.
From testing the seme scenarios in both sauces.

This may have gotten better with ue5 - there’s about 1 or 2 years of development since I benched.
Also new processors which hog down a lot less, so testing the new stuff on the same old processor would give me a decent comparative metric, but you wouldn’t find many using the same i9 anymore.

Overall chaos is aptly named. A total mess.

its become slower and slower with every new ue5 version, so i assume …

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