I did some profiling on my desktop with all graphics settings set to minimum to see how expensive the physics are. 12 cars about 30% 2.6GHZ CPU is not bad.
Code:
INFO: Current FPS: 398.6
INFO: Current FPS: 333.3
INFO: Current FPS: 389.2
INFO: Current FPS: 389.2
INFO: Current FPS: 437.5
INFO: Current FPS: 390.9
INFO: Current FPS: 750
INFO: Current FPS: 700
INFO: Current FPS: 750
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 6.02284 %
car: 1.44609 %
physics: 30.2994 %
render: 51.7161 %
scenegraph: 3.09748 %
sound: 0.124188 %
I can get it down to 20%, when I get the contact info from wheel collision cylinders and not wheel rays. Needs a lot of testing though.
Code:
INFO: Current FPS: 483.2
INFO: Current FPS: 483.2
INFO: Current FPS: 440
INFO: Current FPS: 490
INFO: Current FPS: 490
INFO: Current FPS: 423.3
INFO: Current FPS: 449.9
INFO: Current FPS: 500
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
ai: 5.71886 %
car: 1.63211 %
physics: 19.2893 %
render: 61.3416 %
scenegraph: 3.83492 %
sound: 0.133156 %
@berzingue I think we are really graphics limited in your case. Now we need to figure out whether it is the number of objects, textures or vertices. Have you tried to set texture size to small and view distance to low btw? What does happen when you reduce the resolution down to 640x480?