Does V-REP use multi-threading for simulations?

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Rex
Posts: 15
Joined: 22 Jan 2018, 07:45

Does V-REP use multi-threading for simulations?

Post by Rex » 25 May 2018, 03:56

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.

coppelia
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Re: Does V-REP use multi-threading for simulations?

Post by coppelia » 29 May 2018, 05:54

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

Rex
Posts: 15
Joined: 22 Jan 2018, 07:45

Re: Does V-REP use multi-threading for simulations?

Post by Rex » 30 May 2018, 03:49

Thanks for the great information!

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