We have slowness!
I started writing stress tests and am now sort of glad that I did. I found out that I can drop 1000 balls onto the ground and get about 4 fps on a P3 550 server, but when another server instance (running on the computer) is involved just getting updates on those balls, twisted breaks. I hit some sort of maximum cached objects limit. Suck!
Back down to 100 balls and single server gets a respectable 50fps (desired server FPS is 20, so this is 2.5x the desired performance), but dual servers gives me 1.5fps. Suck! Again!
I will say that from experience, simulating 1000 balls hitting the ground on a P4 2.4Ghz (including 3d Graphics) gets you 3fps I believe, but a good chunk of that is graphics.
So I don’t know what to do about problem A really (I mean, I don’t see what the problem with having 1000’s of cached objects is. Hopefully there is just some setting to increase that number.), problem B will require some checking into of the network code to see if the slowness is with Twisted, or if it is with my code. Hopefully it’s my code. I mean, when I send updates to object positions over the network, I don’t exactly do it in a cpu or network speedy way. Every frame where the objects position, rotation, linear velocity, or angular velocity have changed, they are sent across the wire as 3 floats (for each that has changed). Not too smart, but I didn’t intend it to be just yet.
Well, off to fix A&B.
Update: Fixed A (as noted in comments), B has been tracked down to Twisted’s callRemote function. Something that should return immediately in theory, but aparently doesn’t.
Here’s some output (the most frequent calls to callRemote were commented out):
08/15/2006 10:46:43 - Stress_Physics: Stress_CollidingObjects: IPS 1x 138.18 100x 112.33 1000x 15.75 5000x 0.28 08/15/2006 10:46:43 - Stress_Physics: Stress_CollidingObjectsNetwork: IPS 1x 60.88 100x 110.99 1000x 8.84 5000x 0.24
IPS=Iterations (frames) per second
1x, 100x, etc= how many objects were dropped
5000 Objects is clearly more than the server can handle. About 800 sounds like the right number. Still, out of 328 seconds of testing, only 22 of those seconds were spent on physics. Which leaves 300+ seconds of Twisted and my code. Since there were 315 iterations, the physics alone averaged 14 iterations per second. (1/(22/315))
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