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Game Physics Just Got 170 Times Faster — Key Takeaways

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Game Physics Just Got 170 Times Faster

Two Minute Papers6mJul 3, 2026

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A new elastic simulation method using precomputed co-rotated local perturbation subspaces runs 30–170x faster than Vertex Block Descent, enabling real-time deformable physics at 2.5 million elements.

Key takeaways

New FEM solver runs 30–170x faster than Vertex Block Descent

New FEM solver runs 30–170x faster than Vertex Block Descent

  • 2.5M-element barbarian ship scene runs at 3 fps; 400K-element house of cards hits 30 fps in real time.
  • Where VBD fails to converge entirely, this method completes the simulation successfully.

Precompute rest-shape Hessian per asset to enable real-time deformation

Precompute rest-shape Hessian per asset to enable real-time deformation

  • Per-asset precomputation (7 min for small scenes, 67 min for large) runs once at build time, not at runtime.
  • Baking this into game shipping pipeline means players see only the real-time result with no startup cost.

Co-rotated local perturbation subspace lets GPU parallelize deformable sims

Co-rotated local perturbation subspace lets GPU parallelize deformable sims

  • Each mesh slice predicts its effect on the whole object before moving, eliminating the overshoot instability that broke prior parallel approaches.
  • This finally makes GPU-parallel deformable simulation both stable and accurate — previously considered incompatible goals.

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In this video

  1. 1mIntroduction and the core simulation challenge
  2. 1mThe overshoot problem and GPU opportunity
  3. 3mHow the new method works: local perturbation subspace
  4. 4mPerformance results and comparison to VBD
  5. 5mLimitations and pre-computation trade-offs
  6. 6mSponsor segment: Weights & Biases Weave

This is about 30 to 170 times faster than VBD. What? That is insanely fast.

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