Comments (2)
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AirSim adopts a spin wait similar to sleep (0) in some low-level sleep implementations, which causes threads to be repeatedly scheduled on the CPU core when multiple drones are simulated simultaneously, resulting in high kernel state consumption. When the number of simulated drones approaches the number of CPU cores/CPU threads, performance will plummet, so it can be seen that in your configuration, 80 drones correspond to your CPU96 core. The solution is to replace its internal spin implementation (approximately four times) with a plain sleep implementation and recompile AirLib for use in the Unreal project. Using this method, I can achieve 400+drone simulation based on i7-12700 in Unity scenarios.
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Related Issues (20)
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