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The old question: what do physics settings actually do, like, mechanically?

47.6k Graingy  3 months ago

Low vs. Medium vs. High.

I don't think I've ever seen an answer as to what the game actually does.
Does it do more calculations per second? Ignore some physics on lower levels? Something else?

People speak of it as if it's important yet I have no clue what difference it's making.

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    @Graingy delta time = update period (in like 99% of cases, at least)
    Some game devs call it that because of heehee haha funny calculus reference

    3 months ago
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    47.6k Graingy

    @Numbers2 I'm looking for answers a bit more technical.
    hpg seemed to be going in the right direction.

    3 months ago
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    2,432 Numbers2

    @Graingy read the second comment

    3 months ago
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    47.6k Graingy

    @Numbers2 That doesn't answer my question. I've seen that example, I was wondering what the game actually does differently to cause that effect.

    3 months ago
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    2,432 Numbers2

    So I guess by putting the the physics to a lower setting it doesn't require the game to focus that hard on getting things correct with the movement of parts which then means you won't have issues with frame rate as the game doesn't need to calculate more to the point process things as quickly which in turn gives a better frame rate at the cost of realism with the craft

    3 months ago
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    2,432 Numbers2

    Ok here's a classic example If I download a plane that uses custom gear on low settings the wheels will not be able to handle the weight on medium still the same issue but better and then on high you have minimal to no issues with the gear jitters from 300,000lbs of weight

    3 months ago
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    47.6k Graingy

    Like, change in?

    3 months ago
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    47.6k Graingy

    @hpgbproductions delta time?

    3 months ago
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    I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
    .
    Tested using
    SETTER DeltaTime:
    Time-PreviousTime
    SETTER PreviousTime:
    Time
    .
    I used to compute DeltaTime, but now I might assume 0.01 xdd

    3 months ago
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    still have no idea

    3 months ago
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    47.6k Graingy

    @SupremeDorian Understood.
    @KSB24 Except VR, annoyingly.

    +1 3 months ago
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    23.8k Axartar

    @SupremeDorian I figured so, like a tick-speed in minecraft

    3 months ago
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    151k BaconEggs

    strangely enough it makes no discernible difference for me

    3 months ago
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    143k KSB24

    Low = pointless for most of modern computing devices(including mobile formfactor) but only just causing problems everytime
    Medium = not the same as low, but it's the same thing as high
    High = THE STANDARD

    +3 3 months ago
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    @Graingy kerosene

    +3 3 months ago
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    47.6k Graingy

    @SupremeDorian Ah.
    So... what kinds of offerings do you need to leave at the Shrine of Andrew to get divine knowledge?

    3 months ago
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    @Graingy potentially. I dunno, I'm not a dev or much of a technical person so I can't really answer that

    +1 3 months ago
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    47.6k Graingy

    @SupremeDorian Hm, so that was right.
    I assume that would mean that, say, parts could clip into each other before the physics engine updates and realizes something was wrong?

    3 months ago
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    I believe it basically affects the number of times the physics engine updates per second, sort of like frames per second but for physics. More updates means more accurate physics, but extra computational cost.

    +8 3 months ago