BulletSim: remove unuseful BulletSim parameters from OpenSimDefaults.ini and

replace with things someone might actually want to tune (avatar height, ...).
cpu-performance
Robert Adams 2013-05-30 09:19:42 -07:00
parent 46335b103e
commit 3aa2fb9928
1 changed files with 25 additions and 32 deletions

View File

@ -921,56 +921,49 @@
;force_simple_prim_meshing = true ;force_simple_prim_meshing = true
[BulletSim] [BulletSim]
; World parameters ; All the BulletSim parameters can be displayed with the console command "physics get all"
; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
BulletEngine = "bulletunmanaged" BulletEngine = "bulletunmanaged"
; BulletEngine = "bulletxna" ; BulletEngine = "bulletxna"
; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, ; Terrain Implementation
; you will want to switch to the heightfield option TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
TerrainImplementation = 1 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
; TerrainImplementation = 0 ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
TerrainMeshMagnification = 2
Gravity = -9.80665 ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
TerrainFriction = 0.30 ; Default linkset implmentation
TerrainHitFraction = 0.8 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
TerrainRestitution = 0 ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
TerrainCollisionMargin = 0.04
AvatarFriction = 0.2
AvatarStandingFriction = 0.95
AvatarRestitution = 0.0
AvatarDensity = 3.5
AvatarCapsuleWidth = 0.6
AvatarCapsuleDepth = 0.45
AvatarCapsuleHeight = 1.5
AvatarContactProcessingThreshold = 0.1
MaxObjectMass = 10000.01
CollisionMargin = 0.04
; Linkset implmentation
LinkImplementation = 1 ; 0=constraint, 1=compound LinkImplementation = 1 ; 0=constraint, 1=compound
; Whether to mesh sculpties ; If 'true', turn scuplties into meshes
MeshSculptedPrim = true MeshSculptedPrim = true
; If 'true', force simple prims (box and sphere) to be meshed ; If 'true', force simple prims (box and sphere) to be meshed
; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
ForceSimplePrimMeshing = false ForceSimplePrimMeshing = false
; Bullet step parameters ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
MaxSubSteps = 10 ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
FixedTimeStep = .01667 ShouldRemoveZeroWidthTriangles = true
; If 'true', use convex hull definition in mesh asset if present.
ShouldUseAssetHulls = true
; If there are thousands of physical objects, these maximums should be increased.
MaxCollisionsPerFrame = 2048 MaxCollisionsPerFrame = 2048
MaxUpdatesPerFrame = 8192 MaxUpdatesPerFrame = 8192
; Detailed physics debug logging ; Detailed physics debug logging. Very verbose.
PhysicsLoggingEnabled = False PhysicsLoggingEnabled = False
PhysicsLoggingDir = "." PhysicsLoggingDir = "."
VehicleLoggingEnabled = False VehicleLoggingEnabled = False