Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-08-2007 09:54
Prim animation I and finding kills Havok4. Sculpt, Torus, Tube, Ring and Ellipsoid Sphere are not friendly to the system at all. I have a setup of 24 prims that move around on a base prims once every 0.5 seconds. When this is in action the sim dilation drops around 0.40 - 0.49. Which is horrible. And when looking at the sim stats it is not the physics engine that is taking most of the time but the net time.
Also changing the shape of the prims is also a killer. Setting the prims to phantom and then animating them hits the sim just as hard. Here I would have though the physics engine should ignore phantom object like other game engines do. Guess this is not the case right now.
Other observations are when it is animating and physical the base prim falls into the ground and pops back all time. Again is does not do this in the old engine and looks really bad.
There are some pretty bad performance issues here.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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10-09-2007 06:06
If it's net time that's the issue, then surely this means that updates are being sent to frequently to the user, or in too much detail or some other similar problem? Especially if phantom doesn't solve it.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-12-2007 05:52
Well both physics and net time are high. Just found it odd that net time was high as well.
I have not written up a report on Jire becasue were do I start? tell people how to build and script this object step by step which is going to take to much time. I spent enough time with it as it is.
I would like to just say rez "Havok4 prim animation test" and do the following test with it. If any one would like a copy of it just IM me on the beta grid. It is not much to look at made for testing only.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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added to jira
10-13-2007 08:37
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