Physics Discrepancies At Lower Framerates

So my vehicle suspension system is using the equation -kx - Bv to calculate a force for a spring, where x is displacement, v velocity, k is spring constant, and B is damping coefficient.

This works really nicely when the client has an ideal framerate ~ 60 FPS.

However, if the player is lagging bad, the forces behave very differently, sometimes even usntable.

Is there any way I can mitigate this effect? I am aware this is due to the physics engine applying the force over a longer duration than usual.

Isn’t the Stepped/RenderStepped ‘deltaTime’ variable supposed to be used for this? Could you provide a bit of source code since you’re literally giving us nothing to work with.

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