Thank you guys for this faithful update
I have an older game, that has code created in 2017 with the legacy body movers, and I am having no issues at all with physics.
and I have flying
custom swimming
morph swimming
morph climbing
morph flying
even pet riding
and pet swimming
its all working fine. o.o
This is the correct setting?
PSA
Hey everyone, we were expecting some games to report behavior changes but it feels like we should listen to the community at this time and revert the change for now. Apologies for any disruption this might have caused.
The goal for us still remains to soon have the Default
mode support adaptive physics stepping. Thus we strongly recommend that everyone tests out their experience using Adaptive
for PhysicsSteppingMethod
, and see if your game physics is satisfactory with the reduced frequency simulations (and kindly DM me any serious issues if possible).
Hey ZacktheMinion! Sorry for any disruptions this might have caused with your game. Do you have a repro or any descriptions you could share on how this change was breaking your, or other people’s obbies? This would help us tremendously
This has still not been addressed
i agree this update sucks and is so faithful i hate it
It finally got reversed. I hope the team does more work on R6 and fixes these problems!
yep i agree its a bad update i hate it aswell
This issue doesn’t seem to have been addressed
I’ve seen so much flame for this feature but for me I’ve never had a single issue with adaptive time stepping, I don’t think the issues people have shown in reply to this post are due to the update itself or “Roblox being broken” but rather the code those games use not being able to account for the varying time it takes to process physics or rendering each frame, which is already a problem even without this update, it’s just less pronounced.
I’m my opinion any good physics and or rendering game code should be able to account for it possibly taking longer or shorter amounts of time to process physics and rendering frames, because it already does vary every frame even if not by a lot when using fixed time stepping.
I do understand that old abandoned games can’t fix this but that isn’t really at the fault of Roblox as a platform but rather the developers, not saying they should break them, but still.
Note: I am NOT saying adaptive time stepping is flawless, I’m saying I haven’t had any issues with it since it came out, I am seemingly not the only one either.
I’m also not calling anyone a bad developer, please take this with a grain of salt.
Adding on to my previous post, I’m glad to see not everyone has ran into issues with this setting. However, there are certainly problems with it. Dropping a 1x1x1 part 10 studs above an anchored part shouldn’t cause it to clip inside.
An API allowing devs to control a specific part’s stepping rate would definitely be useful. As a developer, we generally know what a moving part will be used for and can find the appropriate stepping rate. On the other hand, no matter how advanced it may get, Roblox’s engine can only guess.
Place file:
Broken Physics.rbxl (43.2 KB)
I think that this change in behavior should not happen for old games, at all. Games that cannot be updated anymore. Change the standard option in new places only for example.
I am a huge supportor of these physics changes in general, and I’m also hoping for multiple modes instead of just adaptive (restricted to 120/240, more aggressive than adaptive etc).
Two things
- Thanks for fixing the root part issue I brought up a few months ago
- I feel like something like this, the developer needs an API for edgecases on stepping where I can force the assembly’s stepping rate.
This would be useful for things like player-controlled vehicles, or, as lots of people pointed out, characters. It doesn’t even need to force it to 240, it can force it to any of the three stepping modes, or let the engine dynamically decide.
Basically, something like the NetworkOwnership APIs that we have
I am a bit concerned. When Adaptive Timestepping was initially announced, Roblox announced intent to remove the Fixed option and snatch away control from developers yet again in order to push their own vision of optimisation. In newer threads, it mentions that we can opt-out of Adaptive Timestepping and the Fixed option will remain available - but we are still encouraged to test our experiences with Adaptive.
What is the move here? Is Roblox finally committed towards retaining the Fixed option however pushing Adaptive Timestepping as the default, or is there still intent to remove the option? If so, may insight be provided on why Fixed would no longer be an option? Some developers optimise physics and other systems enough to warrant the accuracy of 240hz and skip the arbitrary determination of Adaptive. I’ve expressed before that I really hate blackboxed features and lack of developer control.
making the conveyor bigger gets rid of the issue, of course it still shouldnt do this in the first place but this is a solution
@OutlookG a potential solution for this is to allow client control over the vector force object, disabled until player jumps or is freefalling
many of these issues can be addressed on our own but are we expected to fix them to accommodate the new physics method? I’m not sure if we are, or if the method just have quirks and bugs that need to be dealt with.
Yeah there needs to be a way to revert this or a fix asap, it’s absolutely screwed up my cars and the BodyThrust I use with the vehicleseat just slows it down when turning left, which didn’t happen before this update
This isn’t just an issue in one studio of mine, other studios I open are having the same issues
Yeah I NEED an option to revert this as soon as possible otherwise my ENTIRE game is going to be broken and not worth working on anymore, thanks for breaking my game roblox