FixedUpdate.PhysicsFixedUpdate Physics.Processing terrible performance

Trying my 2017.3 project in 2018.1 beta and getting terrible performance, it is all coming from FixedUpdate.PhysicsFixedUpdate
Inside Physics.Processing, various PhysX commands are causing huge ms spikes

I dont see these issues in 2017.3, still digging around to isolate what in-scene is causing it.

non-deep profile:
PhysX.PxsSap.sapPostUpdateWork 85ms
PhysX.PxsAABBManager.processBroadphaseResults 34ms
PhysX.PxsAABBManager.singleAABB 23ms
PhysX.PxsContext.prepareCMDiscreteUpdateResults 103ms

some culprits in deep profile, generally same as non-deep profile
PhysX.PxsContext.prepareCMDiscreteUpdateResults
PhysX.PxsDynamics.solverCreateFinalizeConstraints
PhysX.ScScene.broadPhase
PhysX.PxsSap.sapPostUpdateWork

1 Like

i believe it must be related to this issue, there are several dupes of the problem i’m seeing that point to this issue:

2 Likes

I reported this as well. In my case it was caused by the rigidBody component. An otherwise empty scene will have the performance spikes if you drop that component in there. When I reported it back on 2018.1.0b4, I got pointed to the same issue number linked above. After a poke this morning, the QA team let me know that they’re aware it’s still present and are working on a fix.

Hang in there!

We have a potential fix. It still needs to be reviewed though. You can follow the resolution process here:

Yes. I have the same issue and it is related to the rigidbody component. Even a single Rigidbody causes high performance spikes.

https://discussions.unity.com/t/689852/3

Thanks @Peter77 ! I got super excited to try your fix, but the issue still exists for me. Are you using the new SRP?

Also thanks @LeonhardP for confirming the official fix is on the way. That’s a relief to hear!

Nope, still using the legacy deferred renderer.