I’m currently testing some simple sample with PhysX sdk 3.2.2 on Linux and there is a strange behavior concerning the spawn of separate rigid body solver thread.
My test consist in a pendulum (a dynamic actor + PxSphere) jointed to the ‘world’ (a static actor) by a PxRevoluteJoint.
Therefore, this test is made of 2 actors (less than the default PxSceneDesc::solverBatchSize of 32).
When running the test, all my cpu cores are being used. I expected PhysX to use only one core.
To use only one core I have to set it manually by calling PxDefaultCpuDispatcherCreate(0); (ie : instead of PxDefaultCpuDispatcherCreate(MAX_THREAD) )
The problem is that it takes a lot more computation time when using all the threads.
I don’t think this was the correct behavior according to the documentation, was it ?
Can it be fixed ?
PS: sorry I’m french