Replies: 4 comments
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Thank you for posting this. While some increase is expected due to the complex collision checks and physics calculations required for uneven terrain, an excessive jump may hint at optimization opportunities or non-optimal terrain representation. Performance degradation of up to 2x compared to a plane is generally considered normal, especially for mesh terrains with default physics settings. Here are some steps to consider:
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Hi! Thanks for the response. When you are referring to Lower heightfield resolution, is that to the sub-terrain grid or the actual resolution in each cell? If so where do I change it? Another question, is that I saw that there is the @height_field_to_mesh decorator so aren't both methods equivalent? |
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I've noticed the same thing, and I feel like mesh terrains are significantly slower than a few releases ago. I think it also depends on the GPU being used - for example on an RTX 3060 it takes <2s for a plane rollout of 24 steps, and ~10-12s on the default rough locomotion terrain (5-6x slower). |
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Thank you for following up. I'll move this post to our Discussions for follow up. Let us know if you have made any inroads and if you still need further help. |
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Question
I have a dramatic increase of rollout time (roughly twice as long) when running simulations with a terrain (either heightfield or mesh) compared to the plane. I tried changing the size, number of rows/cols, the horizontal_scale, vertical_scale and the slope_threshold.
I understand that there are more calculations to be made when using the generator but the increase if almost twice the time. But is this a normal behavior? Anyone had this phenomenon as well and was able to reduce it?
Thanks!
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