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
Very, very helpful information, thank you!
Just a question: how many fractures could i5/FX tolerate? Just an estimation…
Woa. So unbelievable many things that were ‘hidden’ before become available.
wow!!! This is fantastic!
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?