• nivenkos@lemmy.ml
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    8 months ago

    The issue is the physics. 60Hz doesn’t give you much time to do everything that needs to be calculated in the interval. All the objects can interact with one another so it’s not easily independent and parallelisable.

    There’s still optimisations that can be made - disable physics and have only certain actions enable them for nearby objects, smaller physics range, fewer physics-enabled objects, etc. - but those all have drawbacks for the gameplay and realism too.

    • mindbleach@sh.itjust.works
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      8 months ago

      What ragdoll avalanche is happening in towns? This RPG isn’t set amid an immersive simulation with Teardown’s physics. It’s some guys walking around a fairly static environment. Even if the cloth animation is jawdropping or dust falls off the awnings as you stomp past, that’s not an O(N^2) situation. Hell, even when every thing can bump every other thing, there’s acceleration structures for that. A falling brick isn’t hitting anything in the next town over. A dropped helmet shouldn’t bounce to the moon.

      This problem is not new. There can be reasons. But not excuses.