Game Physics Just Got 170 Times Faster — Key Takeaways

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
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In this video
- 1mThe Core Challenge of Deformable Simulation
- 2mThe Overshoot Problem and Why GPUs Can't Help (Yet)
- 3mThe New Method: Precomputed Local Perturbation Subspace
- 4mReal-Time Performance Benchmarks
- 5mWhere VBD Fails Entirely and Pre-Computation Costs
- 6mWhy Pre-Computation Is a Non-Issue for Games
“This is about 30 to 170 times faster than VBD. What? That is insanely fast.”
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