Dan Greenwalt Game Director
We run our framerate at 60 frames per second, which is very important. Its very smooth. And it looks very nice but that has no effect on physics. What has an effect on physics is the physics update rate. We run our physics update rate as fast as 360 frames per second. Theres a reason for that. If you update at 60 frames per second and your going a hundred miles an hour you might clear 10 feet in the time between the physics updated. So phsyics updated, ten feet later, physics updates again. In ten feet you can go over all sorts of bumps and all sorts of crap on the road. And that's gonna cause instability in your car. So if you do run your phsyics that slow, you have to run all these buffers on your car to keep it from driving right, frankly. It makes the car kind of drive slow and lethargic and when you run into walls they dont spin they just kind of "dong." For us, thats not how we wanted the physics to be, and then once we jumped over that bridge and were like, ok, its 360 frames per second for the phsyics, this track was the obvious choice to show it off because there are so many bumps to get it right you have to run your update rate that fast.I'll be honest, I think this is awesome. Turn 10 is devoted. Because the physics are updating so much faster than the frame rate, the game can keep track of every single tweak affecting your car. The near constant physics update allows the game to calculate and affect your vehicle in the most realistic manner possible. Now thats pretty sweet.
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How important do you think this phsyics to fps ratio is to the racing gameplay?
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