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Decide if enabling physics interpolation is the right thing to do #3679

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hhyyrylainen opened this issue Aug 10, 2022 · 5 comments · Fixed by #4521
Closed

Decide if enabling physics interpolation is the right thing to do #3679

hhyyrylainen opened this issue Aug 10, 2022 · 5 comments · Fixed by #4521

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@hhyyrylainen
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Godot 3.5 adds physics interpolation that can be enabled. We might get some benefit from enabling that.

@Zireael07
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Considering you had some physics performance issues, I'd try reducing physics fps and turning interpolation on ;)

@hhyyrylainen
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I'm not actually convinced our problem is the physics performance. It seems in all kinds of profiling the physics processing time doesn't really go up at all, really... though to conclusively say someone could turn interpolation on and reduce the physics framerate to see if it actually would have an effect, but my guess is it wouldn't have more than a few percent effect.

@hhyyrylainen hhyyrylainen moved this from Backburner to In progress in Thrive Planning Oct 13, 2023
@hhyyrylainen hhyyrylainen added this to the Release 0.6.4 milestone Oct 13, 2023
Thrive Planning automation moved this from In progress to Done Oct 27, 2023
@hhyyrylainen
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Now with the Jolt physics it would need to first be investigated if this is even possible to do anymore.

@Zireael07
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I must have missed where you switched to Jolt...

@hhyyrylainen
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It was just merged yesterday: #4521 (shows up above as an event on this issue being closed by that).

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