#7398·IsaacLab

3.0.0b2: ~20% Humanoid-Direct throughput regression vs v2.3.2 stack (Shadow-Cube unaffected)

Author: ViktorMCreated Aug 27, 2026Updated Sep 20, 2026

Migrating from the Isaac Lab v2.3.2 stack to 3.0.0b2 costs ~20% of Humanoid-Direct training throughput at scale, while Shadow-Cube gets slightly faster. All numbers below are measured with the two stacks equalized down to the RL code: same torch 2.11.0 with identical nvidia-* libs on both sides, the same rl_games code forced onto both, identical task configs (dt, decimation, PhysX solver and GPU buffer settings verified field by field; zero PhysX buffer overflows in any run), exclusive machine, back-to-back runs.

Setup: RTX PRO 6000 Blackwell Max-Q (driver 595.84), Threadripper 9970X, Ubuntu 24.04. Old = Isaac Lab v2.3.2 + Isaac Sim 5.1.0. New = isaaclab 3.0.0b2.post1 + Isaac Sim 6.0.1. rl_games PPO, 300-iteration runs, single GPU.

RL collection throughput (step FPS, rollout phase only, no optimizer time):

task envs 2.3.2 3.0.0b2 delta
Humanoid-Direct 16384 750k 599k -20%
Humanoid-Direct 8192 622k 551k -11%
Humanoid-Direct 4096 516k 445k -14%
Shadow-Cube (Repose) 16384 311k 319k +2%
Shadow-Cube (Repose) 8192 249k 257k +3%
Shadow-Cube (Repose) 4096 183k 193k +6%

Pure sim without RL (stepping DirectRLEnv with random actions, 1000 timed steps): Humanoid 1267k -> 1185k (-6%) at 16K, 971k -> 925k (-5%) at 8K; Shadow 528k -> 517k (-2%), 394k -> 384k (-3%).

Where the loss is: the sim itself is only 2-6% slower, and Shadow actually trains slightly faster on 3.0 — but Humanoid loses ~20% at scale. The loss sits outside env.step(): per-env-step time minus pure-sim time is ~0.53us on 2.3.2 vs ~0.77us on 3.0.0b2, roughly constant across env counts — a flat per-env tax in the collection path whose relative cost grows with env count. It is not policy inference and not the RL library (both bit-identical across the comparison). GPU utilization drops accordingly (39% -> 33% at 16K for the same workload).

Looks like per-env overhead in the 3.0 env/wrapper plumbing that locomotion-style envs are most exposed to. Can profile the collection loop or test patches — the hardware stays available.