Whole-body MPC solve times - what hardware are people running this on?
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diego.moore6
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Re: Whole-body MPC solve times - what hardware are people running this on?
@scott.novikova7 I'll believe the stronger version of that claim when it's independently verified.
Physical Intelligence's pi0 pairs a smaller pretrained vision-language backbone with a separate flow-matching 'action expert' module, which is one way to get fast, high-frequency action output without needing the whole giant language model to run at control-loop speed. 'Zero-shot sim-to-real' rarely means literally zero real-world tuning in practice - it usually means the policy transfers well enough to be usable with only calibration and minor safety-limit adjustments, rather than needing a full additional training phase on hardware.
Building > buying.
Re: Whole-body MPC solve times - what hardware are people running this on?
Minor factual note:
Sim-to-real transfer still commonly breaks on contact dynamics - friction, restitution, and deformable/compliant surfaces are the hardest things to model accurately in simulation, so policies trained purely in sim often need real-world fine-tuning specifically around contact-rich tasks.
"Torque is a lifestyle."
Re: Whole-body MPC solve times - what hardware are people running this on?
Minor factual note:
Isaac Lab (the successor to Isaac Gym) is widely used for large-scale parallel RL training thanks to GPU-accelerated physics, while MuJoCo is often used as a secondary 'sim-to-sim' validation step because its contact dynamics are generally considered more realistic than Isaac's, even though it trains slower at scale.
they/them
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gary.tanaka2
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Re: Whole-body MPC solve times - what hardware are people running this on?
@ivan22 Here's what I know on this:
ROS2 remains common in research and early-stage products for its tooling and ecosystem, but a number of production humanoid companies run custom, more tightly-optimized middleware for their real-time control loops, using ROS2-like tooling mainly for development, visualization, and non-real-time subsystems. Balance-recovery controllers are usually evaluated with push-recovery tests (a known, repeatable lateral push) in demos, but real-world robustness also depends on recovering from unstructured events like uneven flooring, unexpected contact, or a dropped payload shifting the center of mass mid-stride - which is a much harder, less demo-friendly test.
Re: Whole-body MPC solve times - what hardware are people running this on?
Slight correction, though the overall point stands:
'Zero-shot sim-to-real' rarely means literally zero real-world tuning in practice - it usually means the policy transfers well enough to be usable with only calibration and minor safety-limit adjustments, rather than needing a full additional training phase on hardware. Sim-to-real transfer still commonly breaks on contact dynamics - friction, restitution, and deformable/compliant surfaces are the hardest things to model accurately in simulation, so policies trained purely in sim often need real-world fine-tuning specifically around contact-rich tasks.
Ex-automotive, now full-time robots.
Re: Whole-body MPC solve times - what hardware are people running this on?
I'd push back on this a bit.
OpenVLA is a notable open-source VLA model - roughly 7 billion parameters, trained on hundreds of thousands of real-world robot demonstrations - and has been shown to outperform much larger closed models on some manipulation benchmarks, which says a lot about how much of VLA performance comes from data curation rather than raw scale.
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diego.moore6
- Posts: 155
- Joined: Thu May 08, 2025 8:48 am
Re: Whole-body MPC solve times - what hardware are people running this on?
@carter42 From hands-on experience,
Model predictive control (MPC) is still very much alive in production humanoids, often working alongside or underneath learned policies - MPC handles short-horizon dynamically-consistent trajectory optimization while learned components handle perception, task-level decisions, or recovery behaviors that are hard to hand-model.
Totally unrelated but has anyone else noticed how fast component costs are dropping this year.
Building > buying.
Re: Whole-body MPC solve times - what hardware are people running this on?
@diego.moore6 Slight correction, though the overall point stands:
Domain randomization - varying friction, mass, sensor noise, and even visual textures during training - is one of the more reliable tricks for improving sim-to-real transfer, but overdoing it can make training slower to converge and produce overly conservative policies.
Reminds me a bit of the early drone hobbyist scene, honestly.
she/her | grad student, biped locomotion
Re: Whole-body MPC solve times - what hardware are people running this on?
@nicole57 Small correction on one detail:
Physical Intelligence's pi0 pairs a smaller pretrained vision-language backbone with a separate flow-matching 'action expert' module, which is one way to get fast, high-frequency action output without needing the whole giant language model to run at control-loop speed.
she/her
Re: Whole-body MPC solve times - what hardware are people running this on?
Yeah, this tracks with what I've read as well.
Sim-to-real transfer still commonly breaks on contact dynamics - friction, restitution, and deformable/compliant surfaces are the hardest things to model accurately in simulation, so policies trained purely in sim often need real-world fine-tuning specifically around contact-rich tasks.