When to use SPU Optimization

HelloDavid
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Joined: Wed Dec 02, 2009 6:43 pm

When to use SPU Optimization

Post by HelloDavid »

Hello,

When switching over to SPU Optimized Bullet we saw a decrease in performance, with most of the time spent in calls to addToTask() and flush2() in the SPU gathering collision dispatcher.
Our scenes typically have 1000 static objects and only around 100 dynamic objects at a time. Is the descrease in performance expected? Is there a certain threshold under which the SPU code ends up spending longer in setup than improving performance?

This is on PS3

Thanks!

-David
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Erwin Coumans
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Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: When to use SPU Optimization

Post by Erwin Coumans »

That is interesting. What kind of collision shapes are you using?

Do you mind filing an issue on PS3 Devnet so we can look into it further?
Thanks,
Erwin
HelloDavid
Posts: 4
Joined: Wed Dec 02, 2009 6:43 pm

Re: When to use SPU Optimization

Post by HelloDavid »

Cheers!
I have an open issue on PS3Devnet with a few of our thoughts and problems

-David