Hi, may I know if V-REP currently uses multi-threading for simulations? Will it rely on the GPU for rendering the scene beyond vision sensors in the future?
I am trying to understand its CPU/GPU resource usage currently, in preparation for a simulation involving 30-400 heterogeneous robots. Thanks.
Does V-REP use multi-threading for simulations?
Re: Does V-REP use multi-threading for simulations?
Hello,
The physics can be handled by the GPU. This depends on the selected physics engine and on its settings/parameters. As far as I remember, only the Vortex plugin can use it. The Bullet plugin could support it but will need modifications, check this repository for details. But keep following in mind:
GPU acceleration is not a magical speed increase: it only gives conditionally better results (typically with particles, or many isolated rigid body groups, which is rarely the case with a robot simulator). Well, in your case, if you have 30-400 robots, that do not touch each other / interact with each other (or little), then this can benefit from GPU or parallel processing I guess.
Cheers
The physics can be handled by the GPU. This depends on the selected physics engine and on its settings/parameters. As far as I remember, only the Vortex plugin can use it. The Bullet plugin could support it but will need modifications, check this repository for details. But keep following in mind:
GPU acceleration is not a magical speed increase: it only gives conditionally better results (typically with particles, or many isolated rigid body groups, which is rarely the case with a robot simulator). Well, in your case, if you have 30-400 robots, that do not touch each other / interact with each other (or little), then this can benefit from GPU or parallel processing I guess.
Cheers
Re: Does V-REP use multi-threading for simulations?
Thanks for the great information!