Please use PhysX 3 :)

This depends on your machine. PhysX submits their tasks into our generic multi-threaded task scheduler which runs jobs on different cores depending on the hardware you’re using. I don’t have the benchmarks in front of me, but the last time I was profiling on PS4 I recall seeing 4 cores running PhysX tasks in parallel for parts of the simulation pipeline.

Thank you :slight_smile:

Very, very helpful information, thank you!

Just a question: how many fractures could i5/FX tolerate? Just an estimation…

https://www.unrealengine.com/blog/nvidia-opens-physx-code-to-ue4-developers

Woa. So unbelievable many things that were ‘hidden’ before become available.

wow!!! This is fantastic! :slight_smile:

Is it possible to adjust the threading layout of UE4 to provide more theads to PhysX so that you get more physics performance? I have a game which is physics stacking heavy and I want to balance resources towards that particular problem.

Are you already using the ‘async scene’ I suggested above, and setting ‘use async scene’ on physics objects? Did you notice any improvement in physics time?