The particle collision solver is a known bottleneck. When a mesh gets squished, FPS drops because many particles hash to the same collision cells.
If this were serial, we would simply bail after some time budget is exceeded. Something like that, if it exists and is cheap to implement on the GPU, could be handy here.
The particle collision solver is a known bottleneck. When a mesh gets squished, FPS drops because many particles hash to the same collision cells.
If this were serial, we would simply bail after some time budget is exceeded. Something like that, if it exists and is cheap to implement on the GPU, could be handy here.