Hi everyone,
Our project is currently facing some performance bottlenecks related to Chaos Physics on the Dedicated Server (DS). We’ve noticed unexpectedly high CPU usage even in simple scenarios.
Here are our profiling results:
Single Player Scenario: With only one player in the level, the total Frame Time on the DS reaches 4-5ms, with Chaos Physics accounting for over 60% of the load.
Empty Scene Scenario: Even with no players connected, the DS maintains a baseline cost of 1-2ms, which is almost entirely consumed by Chaos-related tasks.
This overhead seems high for an idle/minimal state. We are looking for ways to further optimize or “sleep” Chaos simulation when there is no activity, or reduce the baseline cost for the DS.
Has anyone encountered similar baseline performance issues with Chaos? Any suggestions on specific settings (e.g., tick rates, async physics, or sleep thresholds) would be greatly appreciated.
Adjust Dampening and use Custom sleep, then increase the sleep multiplier. This should get you to a rest state faster.
What the physics are applied to determines the optimization approaches.
Hi
Could you provide more information about how your project is setup?
- Do you use a lot of dynamic physics objects?
- Do you have a lot and or complex collision geometry?
- Are you using line traces or sweeps?