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Jolt multi-threaded is crazy🤯 Stresstest using our new ECS library, Three.js BatchedMesh and Jolt Physics. 1000+ dynamic bodies, 120 fps on a low-end PC *while* recording. But try it for yourself! Demo Link + Code in the comments. #gamedev #webgamedev

17,993 görüntüleme • 1 yıl önce •via X (Twitter)

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Brian Breiholz profil fotoğrafı
Brian Breiholz1 yıl önce

Live Demo on Stackblitz: @pmndrs ECS libary: Demo Code:

Brian Breiholz profil fotoğrafı
Brian Breiholz1 yıl önce

cc @bruno_simon re: why use Jolt lots of taxing setups in this demo (i.e. much potential for tunneling, small gaps, kinematic + dynamic bodies) and of course the performance 🤌

Brian Breiholz profil fotoğrafı
Brian Breiholz1 yıl önce

Oh and I forget to tag @jrouwe 🙈 who not only wrote the Jolt Physics library but also maintains the JS port 🙌

Robert Borghesi profil fotoğrafı
Robert Borghesi1 yıl önce

@threejs 😱😱😱😱😱😱

Ademola profil fotoğrafı
Ademola1 yıl önce

@threejs Insane 🔥

Andreas Longva profil fotoğrafı
Andreas Longva1 yıl önce

@threejs Neat. Do you know if there's a high-level write-up on the algorithms used in Jolt?

Brian Breiholz profil fotoğrafı
Brian Breiholz1 yıl önce

@threejs Thanks! Yeah the native Jolt docs have quite a bit of high-level/general Info:

Ertuğrul Çetin profil fotoğrafı
Ertuğrul Çetin1 yıl önce

@threejs That would be great if Havok had that in @babylonjs

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 görüntüleme • 6 ay önce