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| .. _migrating-from-isaacgymenvs-comparing-simulation: | |
| Comparing Simulations Between Isaac Gym and Isaac Lab | |
| ===================================================== | |
| When migrating simulations from Isaac Gym to Isaac Lab, it is sometimes helpful to compare | |
| the simulation configurations in Isaac Gym and Isaac Lab to identify differences between the two setups. | |
| There may be differences in how default values are interpreted, how the importer treats certain | |
| hierarchies of bodies, and how values are scaled. The only way to be certain that two simulations | |
| are equivalent in the eyes of PhysX is to record a simulation trace of both setups and compare | |
| them by inspecting them side-by-side. This approach works because PhysX is the same underlying | |
| engine for both Isaac Gym and Isaac Lab, albeit with different versions. | |
| Recording to PXD2 in Isaac Gym Preview Release | |
| ---------------------------------------------- | |
| Simulation traces in Isaac Gym can be recorded using the built-in PhysX Visual Debugger (PVD) | |
| file output feature. Set the operating system environment variable ``GYM_PVD_FILE`` to the | |
| desired output file path; the ``.pxd2`` file extension will be appended automatically. | |
| For detailed instructions, refer to the tuning documentation included with Isaac Gym: | |
| .. code-block:: text | |
| isaacgym/docs/_sources/programming/tuning.rst.txt | |
| .. note:: | |
| This file reference is provided because Isaac Gym does not have its documentation available online. | |
| Recording to OVD in Isaac Lab | |
| ----------------------------- | |
| To record an OVD simulation trace file in Isaac Lab, you must set the appropriate Isaac Sim Kit | |
| arguments. It is important that the ``omniPvdOvdRecordingDirectory`` variable is set **before** | |
| ``omniPvdOutputEnabled`` is set to ``true``. | |
| .. code-block:: bash | |
| ./isaaclab.sh -p scripts/benchmarks/benchmark_non_rl.py --task <task_name> \ | |
| --kit_args="--/persistent/physics/omniPvdOvdRecordingDirectory=/tmp/myovds/ \ | |
| --/physics/omniPvdOutputEnabled=true" | |
| This example outputs a series of OVD files to the ``/tmp/myovds/`` directory. | |
| If the ``--kit_args`` argument does not work in your particular setup, you can set the Kit arguments | |
| manually by editing the following file directly within the Isaac Sim source code: | |
| .. code-block:: text | |
| source/extensions/isaacsim.simulation_app/isaacsim/simulation_app/simulation_app.py | |
| Append the following lines after the ``args = []`` block: | |
| .. code-block:: python | |
| args.append("--/persistent/physics/omniPvdOvdRecordingDirectory=/path/to/output/ovds/") | |
| args.append("--/physics/omniPvdOutputEnabled=true") | |
| Inspecting PXD2 and OVD Files | |
| ----------------------------- | |
| By opening the PXD2 file in a PVD viewer and the OVD file in OmniPVD (a Kit extension), you can | |
| manually compare the two simulation runs and their respective parameters. | |
| **PhysX Visual Debugger (PVD) for PXD2 Files** | |
| Download the PVD viewer from the NVIDIA Developer Tools page: | |
| `<https://developer.nvidia.com/tools-downloads#?search=PVD>`_ | |
| Both version 2 and version 3 of the PVD viewer are compatible with PXD2 files. | |
| **OmniPVD for OVD Files** | |
| To view OVD files, enable the OmniPVD extension in the Isaac Sim application. For detailed | |
| instructions, refer to the OmniPVD developer guide: | |
| https://docs.omniverse.nvidia.com/kit/docs/omni_physics/latest/extensions/ux/source/omni.physx.pvd/docs/dev_guide/physx_visual_debugger.html | |
| **Inspecting Contact Gizmos in OmniPVD** | |
| To inspect contact points between objects, enable the contact gizmos in OmniPVD. Ensure that the | |
| simulation frame is set to **PRE** (pre-simulation frames of each simulation step) in the OmniPVD | |
| timeline, or set the replay mode to **PRE**. This allows you to visualize contact information before | |
| the solver processes each step. | |
| **Comparing PVD and OVD Files** | |
| Using the PVD viewer and the OmniPVD extension, you can now compare the simulations side-by-side | |
| to identify configuration differences. On the left is PVD for PXD2 inspection and on the right is the OmniPVD | |
| extension loaded to inspect OVD files. | |
| .. image:: ../_static/migration/ovd_pvd_comparison.jpg | |
| Parameters to Verify During Simulation Comparison | |
| ------------------------------------------------- | |
| For PhysX articulations, each attribute is useful to inspect because it reveals how the link or shape | |
| will actually behave in contact, under drives, and at constraints. Below, each attribute is expanded | |
| with why it matters for debugging and tuning simulations. | |
| PxArticulationLink | |
| ^^^^^^^^^^^^^^^^^^ | |
| Each link behaves like a rigid body with mass properties, damping, velocity limits, and contact-resolution | |
| limits. Inspecting these helps explain stability issues, jitter, and odd responses to forces. | |
| Mass Properties | |
| """"""""""""""" | |
| **Mass** | |
| Determines how strongly the link accelerates under forces and how it shares impulses in collisions | |
| and joint constraints. | |
| *When to inspect:* Understand why a link seems "too heavy" (barely moves when pushed) or "too light" | |
| (flies around from small impulses), and to detect inconsistent mass distribution across a chain that | |
| can cause unrealistic motion or joint stress. | |
| **Center of Mass (pose)** | |
| Controls where forces effectively act and how the link balances. | |
| *When to inspect:* A character or mechanism tips over unexpectedly or feels unbalanced; an offset COM | |
| can cause unrealistic torque for the same contact. | |
| **Inertia Tensor / Inertia Scale** | |
| Defines rotational resistance about each axis. | |
| *When to inspect:* Links are too easy or too hard to spin relative to their mass, which affects joint | |
| drive tuning and impact responses. | |
| Damping Properties | |
| """""""""""""""""" | |
| **Linear Damping** | |
| Models velocity-proportional drag on translation; higher values make links lose linear speed faster. | |
| *When to inspect:* Links slide too far (damping too low) or feel "underwater" (damping too high), or | |
| when articulation energy seems to vanish without obvious contact. | |
| **Angular Damping** | |
| Models drag on rotation; higher values make spinning links slow more quickly. | |
| *When to inspect:* Links keep spinning after impacts or motor drives (too low), or joints feel "sticky" | |
| and fail to swing freely under gravity (too high). | |
| Velocity Properties | |
| """"""""""""""""""" | |
| **Linear Velocity** | |
| Instantaneous world-space translational velocity of the link. | |
| *When to inspect:* Verify whether joint motors, gravity, or contacts are generating expected motion, | |
| detect numerical explosions (huge spikes), and correlate with CCD thresholds and max linear velocity clamping. | |
| **Angular Velocity** | |
| Instantaneous world-space rotational velocity. | |
| *When to inspect:* Verify joint drives, impacts, or constraints are producing the correct rotation; | |
| spot runaway spin that can cause instability or tunneling before clamping takes effect. | |
| **Max Linear Velocity** | |
| Upper bound PhysX uses to clamp linear speed before solving, intended to prevent numerical issues | |
| from extremely fast motion. | |
| *When to inspect:* Objects start tunneling or simulations explode at high speeds. If too high, links | |
| can move too far in one step; too low, they may appear unnaturally capped like "speed-limited" robots. | |
| **Max Angular Velocity** | |
| Upper bound for angular speed; PhysX clamps angular velocity similarly to linear velocity. | |
| *When to inspect:* Links spin unrealistically fast after collisions or drives (value too large), or | |
| rotation looks unnaturally limited, especially for wheels or rotors that should rotate quickly (value too small). | |
| Contact Resolution Properties | |
| """"""""""""""""""""""""""""" | |
| **Max Depenetration Velocity** | |
| Limits how much corrective velocity the solver may add in one step to resolve penetrations at contacts. | |
| *When to inspect:* Overlapping links "explode" outward or jitter after starting interpenetrating (too high), | |
| or embedded links separate too slowly and appear stuck together (too low). | |
| **Max Contact Impulse** | |
| Caps the impulse the solver can apply at contacts; per-body limit, with the actual contact limit being | |
| the minimum of the two bodies' values. | |
| *When to inspect:* Contacts feel too soft (bodies interpenetrate deeply or sink into the environment) or | |
| too rigid (sharp impulses causing ringing or bouncing), or when tuning "soft collisions" like rubber or | |
| skin-like surfaces. | |
| State and Behavior Flags | |
| """""""""""""""""""""""" | |
| **Kinematic vs Dynamic flag / Disable gravity** | |
| Indicates whether a link is driven kinematically or fully simulated, and whether gravity affects it. | |
| *When to inspect:* Parts appear frozen, snap directly to poses, or ignore gravity, which can drastically | |
| change articulation behavior. | |
| **Sleep thresholds (linear, angular) and wake counter** | |
| Control when a link is allowed to go to sleep and stop simulating. | |
| *When to inspect:* Articulations sleep too early (stopping motion) or never sleep (wasting performance | |
| and causing low-amplitude jitter). | |
| PxArticulationJoint | |
| ^^^^^^^^^^^^^^^^^^^ | |
| The inbound joint defines relative motion between a link and its parent. Inspecting motion and related | |
| parameters explains limits, constraints, and how drives shape articulation pose and stability. | |
| Joint Configuration | |
| """"""""""""""""""" | |
| **Motion** | |
| Per-axis setting (locked, limited, free) that defines which degrees of freedom the joint allows and | |
| whether ranges are restricted. | |
| *When to inspect:* A link moves in an unexpected direction (axis wrongly set to free), hits a hard stop | |
| sooner or later than expected (limit vs locked), or seems unconstrained because an axis is mistakenly left free. | |
| **Joint Type / Axes definition** | |
| Choice of revolute, prismatic, spherical, etc., and the local joint frames that define axes. | |
| *When to inspect:* A "hinge" behaves more like a ball joint or slides unexpectedly; incorrect type or | |
| frame alignment easily produces weird motions. | |
| **Limits (swing, twist, linear)** | |
| Specify allowed angular or linear ranges and often include stiffness/damping. | |
| *When to inspect:* Joints hyper-extend, clip through geometry, or suddenly snap at boundaries; mis-set | |
| limits cause popping and instability. | |
| Drive Properties | |
| """""""""""""""" | |
| **Drive target position (orientation) and target velocity** | |
| Desired relative pose and relative velocity that drives the articulation, often using spring-damper models. | |
| *When to inspect:* Controllers are too slow or overshoot and oscillate—target values and drive parameters | |
| must match link mass and inertia. | |
| **Drive stiffness and damping (spring strength, tangential damping)** | |
| Control how aggressively the joint tries to reach the target pose and how much overshoot is damped. | |
| *When to inspect:* Joints buzz or oscillate under load (stiffness high, damping low) or feel unresponsive | |
| and "rubbery" (stiffness low). | |
| **Joint friction / resistance (if configured)** | |
| Adds resistance even without explicit damping in drives. | |
| *When to inspect:* Passive joints keep swinging too long, or appear stuck even without drives. | |
| PxShape | |
| ^^^^^^^ | |
| Shapes attached to links determine collision representation and contact behavior. Even if they are internal | |
| in OmniPhysics, their properties have a strong impact on stability, contact timing, and visual alignment. | |
| Collision Offsets | |
| """"""""""""""""" | |
| **Rest Offset** | |
| Distance at which two shapes come to rest; sum of their rest offsets defines the separation where they "settle". | |
| *When to inspect:* Graphics and collision appear misaligned (gaps or visible intersections), or sliding | |
| over meshes is rough. Small positive offsets can smooth sliding, while zero offset tends to align exactly | |
| but may catch on geometry. | |
| **Contact Offset** | |
| Distance at which contact generation begins; shapes whose distance is less than the sum of contact offsets | |
| generate contacts. | |
| *When to inspect:* Contacts appear "too early" (objects seem to collide before visually touching, increasing | |
| contact count) or "too late" (tunneling or jitter). The difference between contact and rest offsets is | |
| crucial for predictive, stable contacts. | |
| Geometry and Materials | |
| """""""""""""""""""""" | |
| **Geometry type and dimensions** | |
| Box, sphere, capsule, convex, mesh, and the associated size parameters. | |
| *When to inspect:* Collision footprint does not match the visual mesh—overly large shapes cause premature | |
| contacts; small shapes allow visual intersection and change leverage at contacts. | |
| **Material(s): friction, restitution, compliance** | |
| Friction coefficients and restitution define sliding and bounciness. | |
| *When to inspect:* An articulation foot skids too easily, sticks to the ground, or bounces unexpectedly. | |
| Wrong materials can make mechanisms unstable or unresponsive. | |
| Shape Flags | |
| """"""""""" | |
| **Flag for simulation / query / trigger** | |
| Whether the shape participates in simulation contacts, raycasts only, or trigger events. | |
| *When to inspect:* Contacts do not appear (shape set as query only) or triggers unexpectedly create | |
| physical collisions. | |
| **Contact density (CCD flags, if used)** | |
| Continuous collision detection flags affecting how fast-moving links are handled. | |
| *When to inspect:* Fast articulation parts tunnel through thin obstacles, or CCD is too aggressive and | |
| reduces performance. | |
| PxRigidDynamic | |
| ^^^^^^^^^^^^^^ | |
| ``PxRigidDynamic`` is the core simulated rigid body type in PhysX, so inspecting its attributes is crucial | |
| for understanding individual object behavior, stability, and performance in the scene. Many attributes | |
| mirror ``PxArticulationLink``, but a rigid dynamic is not constrained by articulation joints and can also | |
| be used in kinematic mode. | |
| Mass and Mass-Related Properties | |
| """""""""""""""""""""""""""""""" | |
| **Mass** | |
| Controls translational response to forces and impulses; for the same impulse, lower mass gives higher | |
| velocity change. | |
| *When to inspect:* An object barely reacts to hits (mass too large) or flies away from small forces | |
| (mass too small), or mass ratios between interacting bodies cause overly dominant or easily bullied bodies. | |
| **Center of Mass (COM) pose** | |
| Defines where forces effectively act and around which point the body rotates. | |
| *When to inspect:* Objects tip over unexpectedly, roll in unintuitive ways, or feel "unbalanced." A COM | |
| too high or off-center can cause strong torques from small contacts. | |
| **Inertia tensor / inertia scaling** | |
| Determines resistance to angular acceleration around each axis for a given torque. | |
| *When to inspect:* Bodies are too easy or too hard to spin (e.g., a large object spinning quickly from | |
| small hits), or when anisotropic behavior is needed (e.g., wheels that spin easily around one axis but | |
| resist others). | |
| Damping and Velocity Limits | |
| """"""""""""""""""""""""""" | |
| **Linear Damping** | |
| Adds velocity-proportional drag on translation. | |
| *When to inspect:* Bodies slide too far or for too long (damping too low) or appear as if moving through | |
| thick fluid (damping too high), and when scenes lose energy faster than friction alone would suggest. | |
| **Angular Damping** | |
| Adds drag on rotation, reducing angular velocity over time. | |
| *When to inspect:* Spinning objects never settle or spin unrealistically long (too low), or they stop | |
| rotating almost immediately after impact or motor impulses (too high). | |
| **Linear Velocity** | |
| Current translational velocity used by the integrator and solver. | |
| *When to inspect:* Debug impulses, gravity, or applied forces to see whether the body is accelerating | |
| as expected; detect spikes or non-physical jumps in speed. | |
| **Angular Velocity** | |
| Current rotational speed around each axis. | |
| *When to inspect:* Rotations look jittery, explode numerically, or fail to respond to applied torques. | |
| High values relative to time step and object scale can indicate instability. | |
| **Max Linear Velocity** | |
| Upper bound used to clamp linear velocity before solving. | |
| *When to inspect:* Very fast bodies cause tunneling or simulation explosions (value too high), or they | |
| appear unnaturally "speed-limited," especially projectiles or debris in high-energy scenes (value too low). | |
| **Max Angular Velocity** | |
| Upper bound used to clamp angular velocity. | |
| *When to inspect:* Thin or small bodies spin so fast they destabilize the scene (value too high), or | |
| spinning elements such as wheels, propellers, or debris appear artificially capped (value too low). | |
| Contact Resolution and Impulses | |
| """"""""""""""""""""""""""""""" | |
| **Max Depenetration Velocity** | |
| Limits the corrective velocity the solver may introduce in one step to resolve interpenetrations. | |
| *When to inspect:* Intersecting bodies "explode" apart or jitter violently after overlap (too high), or | |
| separate very slowly and appear stuck or interpenetrated for several frames (too low). | |
| **Max Contact Impulse** | |
| Caps the impulse that can be applied at contacts involving this body; the effective limit is the minimum | |
| between the two bodies, or the dynamic body for static–dynamic contacts. | |
| *When to inspect:* Create softer contacts (lower limit) or very rigid, almost unyielding bodies (high or | |
| default limit); objects sink into each other or bounce unrealistically. | |
| Sleep and Activation Behavior | |
| """"""""""""""""""""""""""""""" | |
| **Sleep Threshold** | |
| Mass-normalized kinetic energy below which a body becomes a candidate for sleeping. | |
| *When to inspect:* Bodies fall asleep too early while they should still move (threshold too high) or | |
| constantly jitter and never sleep (threshold too low), which can hurt performance. | |
| **Wake Counter / isSleeping flag** | |
| Internal timer and state indicating whether the body is active. | |
| *When to inspect:* Bodies refuse to wake up on interactions or wake too easily. Bad sleep behavior can | |
| make scenes feel "dead" or too noisy. | |
| Kinematic Mode and Locking | |
| """""""""""""""""""""""""" | |
| **Kinematic Flag (PxRigidBodyFlag::eKINEMATIC)** | |
| When set, the body is moved by ``setKinematicTarget`` and ignores forces and gravity, while still | |
| affecting dynamic bodies it touches. | |
| *When to inspect:* Objects appear to have infinite mass (pushing others but not reacting) or ignore | |
| gravity and impulses. Mismatched expectations here commonly cause odd behavior in characters, moving | |
| platforms, or doors. | |
| **Rigid Dynamic Lock Flags (PxRigidDynamicLockFlag)** | |
| Per-axis linear and angular DOF locks, effectively constraining motion without a joint. | |
| *When to inspect:* Bodies unexpectedly move in constrained directions (lock not set) or fail to | |
| move/rotate where they should (lock set by mistake), especially for 2D-style movement or simple | |
| constrained mechanisms. | |
| **Disable Gravity (PxActorFlag::eDISABLE_GRAVITY)** | |
| Toggles whether the body is affected by scene gravity. | |
| *When to inspect:* Objects float in mid-air or drop unexpectedly. A common source of confusion in | |
| mixed setups with some gravity-less bodies. | |
| Forces and Solver Overrides | |
| """"""""""""""""""""""""""" | |
| **Applied force and torque (accumulated per step)** | |
| Net forces/torques that will be integrated into velocity. | |
| *When to inspect:* Debug gameplay forces (thrusters, character pushes, explosions) to see if the expected | |
| input is actually reaching the body. | |
| **Per-body solver iteration counts (minPositionIters, minVelocityIters)** | |
| Overrides for how many solver iterations this body gets in constraints and contacts. | |
| *When to inspect:* Certain bodies (e.g., characters, stacked crates, fragile structures) need higher | |
| stability or more accurate stacking. Low iterations can cause jitter and penetration; too high wastes | |
| performance. | |
| Shape-Related Aspects | |
| """"""""""""""""""""" | |
| While not properties of ``PxRigidDynamic`` itself, the shapes attached to it heavily influence behavior. | |
| **Attached Shapes' Rest and Contact Offsets** | |
| Control predictive contact generation and visual separation as described earlier. | |
| *When to inspect:* A dynamic body seems to collide too early/late or appears to float above surfaces | |
| or intersect them visually. | |
| **Attached Materials (friction, restitution)** | |
| Define sliding and bounciness for this body's contacts. | |
| *When to inspect:* Rigid dynamics skid, stick, or bounce in unexpected ways. Often the "behavior issue" | |
| is material configuration rather than mass or damping. | |
| Summary: What to Inspect and Why | |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | |
| The table below summarizes the key inspection areas for each PhysX component: | |
| .. list-table:: | |
| :header-rows: 1 | |
| :widths: 20 40 40 | |
| * - Component | |
| - Key Attributes | |
| - Debugging Focus | |
| * - **Links** | |
| - Mass, damping, velocities, limits | |
| - Overall energy, stability, and response to joints/contacts | |
| * - **Joints** | |
| - Motion, limits, drives | |
| - How articulation pose evolves; over/under-constrained motion | |
| * - **Shapes** | |
| - Offsets, materials, geometry | |
| - Contact timing, friction behavior, visual vs physical alignment | |
| * - **Rigid Dynamics** | |
| - Mass, inertia, damping, velocity limits, sleep, kinematic flags | |
| - Acceleration, settling, extreme motion, body state | |
| All of these attributes together provide a comprehensive picture of why an articulation or rigid body | |
| behaves as it does and where to adjust parameters for stability, realism, or control performance. | |