No. No shadow maps. Games, so fully dynamic.
Actually no.
Neiter chaos build nor PhysX from launcher have physics issues with simulating 1000 cubes. (Then again I’m on an I9, I wouldn’t really expect a performance issue on the CPU side).
To test it, turn off shadow casting on a directional light.
No. But they aren’t supposed to be instanced. Ofc, isntancing would cost less.
No. Not with a dynamic lights. The cost is Per tris, per light. So more tris = grinding halt.
I don’t think I had anything particular going on last time I gave this a whirl.
Standard 3rd person template. Pop in a cube. Set to simulate physics. Set Movable.
Alt drag to make copies up to 10 vertically.
Alt drag to make 20/30/40 so on up to 100. Place them a bit randomly if you will.
Select all then alt drag them all to make 200/300 etc. To 1000
Randomly placed each time and with overlaps to cause physics to you know, atrually test. Given initially chaos was doing very poorly with high numbers of simulating bodies.
No need for forcing no precomputed light on it either, the cubes are movable.
I doubt I had other windows open, since it was so bad I filmed it last time, closing all windows is the first thing I’d have done…
And yes it was obviously very bad and just due to the shadows.
Disabling shadows jumped right up to 120fps.
Either way, no other engine reacts so poorly in dynamic lighting situations for simple cubes so far.
And .20ish didn’t bat an eye / ran over 80fps np problem on all those stress tests way back when.