Problems with bottleneck
Posted: Sun Feb 05, 2012 12:46 am
Hello, I have currently two objects in the my world. One static terrain and one dynamic convex object, they are kind of large and I have problems with a bottleneck in
"dispatchAllCollisonPairs" which takes up to 20 ms in some frames (when there is a call to it according to the bullet profiler)
an example of how the profiler info might look like.
Profiling StepSimulation total running 19.180 ms
0 internalSingleStepSimulation ((99.94%) :: 19.168 ms / frame (1 calls)
1 synchronizeMotionStates (0.04 %) :: 0.007 ms /frame (1 calls)
Profiling internalSingleStepSimulation (total running time: 19.168 ms)
0 updateActivationState (0.00 %) :: 0.000 ms / frame (1 calls)
1 updateActions (35.62 %) :: 6.828 ms / frame (1 calls) (this is also wierd, i have 1 of bullets standard charactercontrollers
2 integrateTransforms (0.05 %) :: 0.009 ms / frame (1 calls)
3 solveConstraints (0.20 %) 0.039 ms / frame (1 calls)
4 calculateSimulationIslands (0.04 %) :: 0.007 ms / frame (1 calls)
5 performDiscreteCollisonDetection (64.03 %) :: 12.274 ms / frame (1 calls)
6 predictUnconstrantMotion (0.04 %) :: 0.007 ms / frame (1 calls)
Profiling solveConstraints (total running time: 0.039 ms)
0 solveGroup (23.08 %) :: 0.009 ms / frame (1 calls)
1 processIslands (53.85 %) :: 0.021 ms / frame (1 calls)
2 islandUnionFindAndQuickSort (10.26 %) :: 0.004 ms /frame (1 calls)
Profiling solveGroup (total running time: 0.009 ms)
0 solveGroupCacheFriendlyIterations (11.11 %) :: 0.001 ms / frame (1 calls)
1 solveGroupCacheFriendlySetup (55.56 %) :: 0.005 ms / frame (1 calls)
profiling performDiscreteCollisonDetection (total running time 12.274 ms)
0 dispatchAllCollisonPairs (99.29 %) :: 12.187 ms / frame (1 calls)
1 calculateOverlappingPairs (0.02 %) :: 0.003 ms / frame (1 calls)
2 updateAabbs (0.68 %) :: 0.083 ms / frame (1 calls)
thats all, i dont know what more to send, but would appreciate all the help I can get and provide the information needed
Thanks
"dispatchAllCollisonPairs" which takes up to 20 ms in some frames (when there is a call to it according to the bullet profiler)
an example of how the profiler info might look like.
Profiling StepSimulation total running 19.180 ms
0 internalSingleStepSimulation ((99.94%) :: 19.168 ms / frame (1 calls)
1 synchronizeMotionStates (0.04 %) :: 0.007 ms /frame (1 calls)
Profiling internalSingleStepSimulation (total running time: 19.168 ms)
0 updateActivationState (0.00 %) :: 0.000 ms / frame (1 calls)
1 updateActions (35.62 %) :: 6.828 ms / frame (1 calls) (this is also wierd, i have 1 of bullets standard charactercontrollers
2 integrateTransforms (0.05 %) :: 0.009 ms / frame (1 calls)
3 solveConstraints (0.20 %) 0.039 ms / frame (1 calls)
4 calculateSimulationIslands (0.04 %) :: 0.007 ms / frame (1 calls)
5 performDiscreteCollisonDetection (64.03 %) :: 12.274 ms / frame (1 calls)
6 predictUnconstrantMotion (0.04 %) :: 0.007 ms / frame (1 calls)
Profiling solveConstraints (total running time: 0.039 ms)
0 solveGroup (23.08 %) :: 0.009 ms / frame (1 calls)
1 processIslands (53.85 %) :: 0.021 ms / frame (1 calls)
2 islandUnionFindAndQuickSort (10.26 %) :: 0.004 ms /frame (1 calls)
Profiling solveGroup (total running time: 0.009 ms)
0 solveGroupCacheFriendlyIterations (11.11 %) :: 0.001 ms / frame (1 calls)
1 solveGroupCacheFriendlySetup (55.56 %) :: 0.005 ms / frame (1 calls)
profiling performDiscreteCollisonDetection (total running time 12.274 ms)
0 dispatchAllCollisonPairs (99.29 %) :: 12.187 ms / frame (1 calls)
1 calculateOverlappingPairs (0.02 %) :: 0.003 ms / frame (1 calls)
2 updateAabbs (0.68 %) :: 0.083 ms / frame (1 calls)
thats all, i dont know what more to send, but would appreciate all the help I can get and provide the information needed
Thanks