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As much as I would love to claim credits for this, diffing v5.0 vs v5.5 / looking at the release notes doesn't show me anything that I think could explain this huge difference. What I notice is that in 5.0 you were spending a disproportionate amount of time on If you attach the html versions of both profiles so that I can zoom in, I might be able to tell you more. B.t.w. are you only using 1 thread for physics? |
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Hi,
X4: Foundations has been using Jolt 5.0.0 since close to its release in April 2024. We've been holding off on updates since then because we're storing collision shape files in the game assets and thought the update notes didn't contain important enough improvements to make the reprocessing (and increased update download for players) worth it.
Folks, we could not have been more wrong. I don't know exactly what did it, I suspect internal allocation optimizations, but with 5.5.0 the durations of calls to PhysicsSystem::Update() went down by up to 95% in some extreme cases. It's such a stark difference that I've spent more than a day hunting for what I'm doing wrong, but everything from collisions to sensors and raycasts seems to work completely normally.
Hats off to Jorrit and every contributor, you made an already very fast thing even faster!
PS: profile charts for the most extreme difference:
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