In a my computer home and the one at work which is an I7 4820k I get fro 3.1 to 3.5 ms
but there is good knew on that front, I took a vs profiler capture and you cna see that at teh high level the dynamcis dominate everything by a factor of almost 20.
- Code: Select all
Function Name Total CPU (%) Self CPU (%) Total CPU (ms) Self CPU (ms) Module
- dgWorld::RunStep 13.37% 0.00% 2130 0 demosSandBox.exe
- dgWorld::StepDynamics 13.32% 0.00% 2122 0
+ dgWorldDynamicUpdate::UpdateDynamics 11.98% 0.00% 1908 0
+ dgBroadPhase::UpdateContacts 1.28% 0.00% 204 0
the is I expand the solver we can see that the contact solver dominate almos everything by a factort of almost 10
- Code: Select all
Function Name Total CPU (%) Self CPU (%) Total CPU (ms) Self CPU (ms) Module
dgWorldDynamicUpdate::CalculateJointForce 6.74% 6.74% 1073 1073
+ dgSkeletonContainer::InitMassMatrix 2.59% 0.01% 412 2
+ dgSkeletonContainer::CalculateJointForce 0.82% 0.46% 131 73
dgBilateralConstraint::JointAccelerations 0.21% 0.21% 34 34
but guess what CalculateJointForce is the function that we can parallelize even on single island.
I have the paraller solve commented out because it has some problems, but for 3.15 there will be another mass matrix factorization that will allows to solve single island in parallel.
the down size if the is reduce the converge rate because the resulting mass matrix is one the yield the same rate for both Gauss Sidel and Jacobi iteration.
but if this works, the there will be no need to make island, or we can make an option, so we do no nee to worry too much about that for now.
The jitter is a concern, but I have an idea what it is, teh new joint nwo issue the stiffness for each row, an dteh defaul is 1.0, before some joint did and soem did not, I will complere to the version befre dec 31 and see if it does the same thing.
last there is no way to drive now, because I need to re write the servo joint which are all commented out. I will do that tonight.
Are you talking about the vehicle getting a kick when you let go of the mouse pick, I did see that is some case, but I do not know why is happened.
I will make a replay to see if I can reproduce it.
But all in all this much better than the previous demo. The tracks are part of the vehicle, so the get the same solve pass and they remain attached to the vehicle without assistance.
you can rather the whole thing and get the tracks off but if, I claim that the mouse apply a lot more force that what you would need to break a real vehicle.
Remember mouse forces are unbounded, they can not be the Lemon test for robustness and stability.