Adaptive Timestepping Enabled as Default

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, Iā€™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!

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i appreciate the work being done here, but i wanted to put in my two cents. i did a little bit of testing on the potential effects of adaptive timestepping on my current project, and noticed some behavior that would be downright unacceptable in one of my use cases of a bowling minigame


while this can easily be brushed off as just a bug report, and the best idea in a vacuum is just to stay on fixed timestepping, i would much rather submit this as a suggestion to allow a bit more control over the adaptive timestepping. while this bowling game in particular requires such precise physics calculations, itā€™s part of a larger experience with many areas where adaptive timestepping would greatly benefit the performance. in my ideal scenario, i would love to declare just the bowling ball and pins to simulate at 240hz, while allowing the rest of the experience to remain on dynamic simulation rates. i understand if this is somehow infeasible or unreasonable, but i would appreciate if the idea was considered.

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One really good option (imo) would be enabling us to manually set wich parts have fixed physics simulation. But at the same time i dont really know this stuff, maybe it isnā€™t even possible.

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Hey everyone, thanks for all the feedback. Yesterday, we enabled additional features to ensure this change will cause minimal disruption to your experiences, especially humanoid related physics.

The tentative re-enabling of ā€œadaptiveā€ as the Default setting is scheduled at Aug 17. We would encourage everyone to try out the feature by setting the workspace PhysicsSteppingMethod to adaptive before the change is made. For any potential bug reports, my DMs are open!

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