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Materialize SceneEntityCfg ids as device tensors to avoid per-step CUDA syncs#1020

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scene-entity-cfg-device-tensors
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Materialize SceneEntityCfg ids as device tensors to avoid per-step CUDA syncs#1020
kevinzakka wants to merge 1 commit into
mainfrom
scene-entity-cfg-device-tensors

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@kevinzakka

@kevinzakka kevinzakka commented May 27, 2026

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Prompted by #1019, prototyping using torch tensors for *_ids to avoid per-step CUDA syncs from tensor[:, list] indexing.

Task Baseline This PR Δ
Velocity-Flat-Go1 307,824 329,060 +6.9%
Tracking-Flat-G1 194,248 194,655 +0.2%
Lift-Cube-Yam 807,465 858,967 +6.4%

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cc @rdeits-bd

@kevinzakka kevinzakka force-pushed the scene-entity-cfg-device-tensors branch from a3b0a96 to 1a0a5be Compare May 27, 2026 16:43
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Very cool. @bd-pdomanico is definitely more of an expert on this than I am. From what I've learned, the major benefit comes when we eliminate all the CUDA syncs, at which point the physics steps and MPD terms can start to interleave their execution where possible. Eliminating this class of syncs would be a necessary step in that direction.

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