Awesome, any more performance that can be squeezed out of it would be hugely beneficial to me. I’m overall experiencing pretty good Physics Performance on my end though already, a level of 200 objects adding forces, doing line traces and smashing into each other behaves pretty nicely on my machine. (i7-3820K + GTX 980).
It’s worth adding for those posting in the thread, that PhysX performance is massively improved when you do package a game, I guess because all the additional editor overhead is nout.
Is there a big list of tips anywhere for how to keep a physics-based game running as optimized as possible, like fixing the timestep or whatever? I’m planning on networking the system I have right now, which just talks to the Physics engine and tells it what velocity and angular velocity a certain object should have. Might get expensive for 200+ objects. Is it more efficient to just SetWorldPosition on objects and handle collision responses yourself? I had that system in place, but it just wasn’t all that smooth.