Adaptive Timestepping Enabled as Default

Awesome! I can’t wait to see what’s possible with this!

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Hayo!

We’ve been using this in our experience, Pinewood Computer Core, which is extremely heavy on physics parts as a core gameplay mechanic. Things like cargo, trains, fires, core systems, and other vehicles rely on the physics system heavily.

We have been using adaptive since June 5th. While it has drastically improved our server physics performance, we’ve noticed some occasional issues with characters, specifically a “spasm” that seems to happen randomly when walking around normally.

Here’s a video showcasing that from a bug report we’ve received.

Other than that, we love this a lot!
Thank you!

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Excellent! This is going to be great.

Always looking forwards for additional performance.

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I’m surprised humanoid-based assemblies are affected; I would assume they would have switched back to using a fixed timestep.

The problem with characters climbing through parts is also still present as seen in Plasmacticus’s Repro, but it seems to be rarer as I only got to replicate it 3 out of 10 tries.

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Nice! Very good! I’m glad Roblox is getting better!

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Only thing that’s currently stopping us from using Adaptive Timestepping is a weird issue we are experiencing with Gravity Coils in our game where it makes the players humanoid/camera sort of jittery.

We’re using VectorForce for this;
GravityCoil.rbxm (5.9 KB)

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We tried to add this to our experience, Flooded Area, a few months ago, but it led to issues with boat stability and flinging. (our entire game is physics based and relies on BodyMovers unfortunately) While it did improve performance by a huge margin, it caused too many issues, so we switched back to Fixed.
With the improvements to BodyMovers, this may finally be a viable solution! It does appear parts are still flinging more often than usual, and boats can be a bit jittery at times, but maybe that’s just the price that has to be paid. I’ll update y’all if I find any more issues.

Thanks so much y’all!

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After so many years… the physics are good now. I’m looking forward to more performance improvements! (also, south america servers when?)

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I 100% think that characters should always be fixed timestep, or otherwise let us choose this behavior ourselves. Characters are very fiddly business, and last I checked, adaptive timestepping is still unstable with my custom characters, especially the ones that fly/swim.

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Very nice, though @Onett (first part in your video) did a smart move and not physically animating bees anymore lol.
Just saying that animate your pet or morph system on client for better performance.

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Is there going to be a way to enable old PhysicsSteppingMethod? because it really affects obbies

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You should describe the bugs obbies have with Adaptive so that they can be fixed and the performance of obbies can be improved.

Also, Fixed is still available in case games are just broken with Adaptive, but in general I think people should always try to use the newer features like Adaptive and not use old systems like Body Movers.

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there isnt any bugs, there is a different problem - it changes physics so that means some hard obbies can become completely impossible

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also thanks for telling me about Fixed option, it tried it and it seems like that option doesnt really affect obbies so nothing breaks

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There seems to be clipping issues when using Adaptive Timestepping on unanchored objects, specifically smaller ones. It doesn’t matter what the Collision fidelity is set to, they all seem to act strange and over time can even just fall through whatever they’re set on top of. Here’s a video showing it in action, the range of sizes on the y-axis for these mesh parts are between 0.2 - 0.09 studs:

Here’s the repro place file too:
Adaptive Timestepping Clipping Repro.rbxl (92.7 KB)

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AlignOrientation still has issues with adaptive timestepping by not respecting its MaxAngularVelocity. It’s apparent in every place and here’s how to reproduce the issue: AlignOrientation: Differences Between Adaptive and Fixed PhysicsSteppingMethod - YouTube

I would love to switch but this is preventing me from doing so.

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Adaptive is not supposed to change physics, it is supposed to improve performance, so if there are differences, then please describe them here!

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I have a few issues that only occur using adaptive timestepping, making it unusable. Seems to only happen with small-ish parts.

Ores clipping into the ground, network owned by client.

Ores clipping through walls, network owned by client.

The issue seems to get a lot worse when the ores are network owned exclusively by the server:

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https://gyazo.com/a2040dcf06ec6fb7ef028781c5147aff

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Hey! Sorry for the late reply. We will make sure to take a closer look at this behavior for your game, thanks for reporting this. We also released a small update for adaptive stepping involving humanoids, I’ll be interseted to hear if this led to any updates in your experience. If this issue turns is causing serous disruptions in your game, you can always set your stepping method to Fixed. Will keep you posted!

3 Likes