[Beta] Physics Stepping Method: Adaptive Timestepping

I would also love to know if they plan on letting us mess around with these options as much as possible, to tie a fixed physics frame rate for certain situations and objects. Would love if they plan on keeping the Adaptive and Fixed options too, so developers can change according to how they see fit for their games.

example: setting a model to always have a simulation rate of 240hz and another model always running at a rate of 60hz, only changeable thru scripts

example2: setting a fixed value of 60hz or lower if said type of game has too many physics objects to calculate, for when the developer wants a consistent frame rate for physics rather than an adaptive version.

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I also would like to support this idea, this would be useful for games that don’t really need to run the physics at 240hz or 120hz so instead we can cap it at 60hz, having a performance boost in the game overall.

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So what mode would be best for the most realistic physics possible?

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I love the update but my one question is, will this make a game lag much. I have seen with a lot of physics stuff I have been testing with I lag a lot, so I am wondering will this affect the games frame rate.

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Wait does this stop the cframe bug and lags?

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I love this feature, This feature will be a big step towards more realistic physics. :+1:

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I support this. Perhaps have it as something that comes with collision groups (each collision group gets its own rate) or some other method.

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This is cool, but it would be nice if we had control over the physics framerate itself.

It is no news that not being able to run code between the physics steps is a huge downside. I believe that projects which use custom physics, such as raycast cars, would benefit immensely from being able to disable physics stepping entirely. That way we can get accurate information on collision and prevent unwanted interactions between instances, even if it comes at a cost of accuracy.

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I love the feature, when this is finished it’s gonna be sick

I know it’s in beta and all, but the projectiles just become overall slower and a bit choppy most likely due to the fixed step rate, I tried playing around with the PhysicsSteppingMethod property under workspace, but I haven’t been able to get that good of a result

https://gyazo.com/065b9e24500b5337a937c9714ace68e8

That’s while using the fixed method(keep in mind, usually the hits do not miss)

https://gyazo.com/4684ced5280744e01e47518a1c41b2a5

And that is adaptive(default is pretty much the same as fixed result wise) There aren’t any options to change the step frequency manually, that’d be just awesome, being able to manipulate the way that the physics engine works on studio would be shocking for a lot of people, me included

Even though the feature is in beta and lacks major patches and whatnot, the idea is amazing and I’d be more than happy to see this feature implemented in the feature, not as a beta feature but made it public some day

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this update should be insane for murder mystery 2: no more knife-freeze in mid-air

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Thanks for the feedback. We will be looking into the performance regression with this use case.

At this point, our target is to provide only automatic frequency assignment, but this might change in the future, depending on demand.

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The default mode (not adaptive) will provide the most precise physics.

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If the physics lagging is purely due to having too much stuff to simulate on your local client, yes this might help.

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Why not have both, with Adaptive doing automatic frequency assignment and Fixed letting you set a value? I’m sure many experienced developers would love to have those options to get Roblox closer to the customizability of Unity and Unreal engine.

The whole point of adaptive (at least, in my point of view) is that those who don’t want to deal with manually optimizing physics, don’t have games that require consistent physics (like physics-based puzzle games), or just don’t really understand how to mess with physics can just use Adaptive to do the job for them, while Fixed lets more experienced developers control how they can optimize their games and maintain consistency in their own ways.

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I love this however when using a bodyposition and adaptive timestepping. the stepping starts rapidly swapping between 240hz and 120hz resulting in erratic and spontaneous movements

with adaptive timestep enabled:
Video of the bug in action

Without / fixed timestepping
image
the part just stays mid-air without rotating at all like its expected to

here’s a copy of the place file: Adaptive timestepping bodyposition bug.rbxl (26.0 KB)
the only thing added is a single part with a bodyposition and the only property changed on the bodyposition is the maxforce

this bug can be reproduced by simply adding a bodyposition to any part whilst having adaptive timestepping enabled

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I think having Fixed as an option would be good for games where the physics are highly constrained and expected to behave in very specific ways; having an automatic system running in the background which might decide to change the frequency at seemingly random points will result in less predictable simulation.

Automatic is obviously more desirable for games where the physics are more dynamic, like maybe in one moment you have a perfectly rigid block tower, and in the next moment, the tower blows up. But for games where the physics is expected to behave consistently, even though a well designed automatic system should hold a steady simulation rate, it’s just one extra variable that one might want to eliminate that could potentially introduce problems in some edge cases in the future.

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I tried to use a hinged door with this feature and when I pushed the door it took 2-3 seconds to actually move, and then it also lagged when moving.

When I turned this feature off though, it moved smoothly and reacted instantly.

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Hiya, it seems like I posted my previous post on the older announcement, so I’ll make a repost to the appropriate thread here: New Physics Stepping Method: Adaptive Timestepping - #91 by PysephDEV
cc. @Hajimalago

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