World Partition streaming performance

We successfully turned off chaos simulation and just ran a kinematic engine. Honestly for our style of game that’s perfect and it solves a massive amount of streaming related challenges related to building or rebuilding the acceleration structure.

I wanted to take a moment and provide feedback on your team’s approach to async adding bodies however. Is it possible to more granulary write lock the physics engine? Right now those background thread addbody calls are stalling the main thread on any physics queries such as traces or overlaps. It kind of defeats the purpose of putting all the addbody calls on the background thread if there’s going to be such a lengthy write lock in place since the main thread is just stuck waiting.

[Image Removed]

[Image Removed]It seems to me like the lock is initiated for the entire scope of createallbodies when it could maybe be locked per body instead?