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### #ActualL. Spiro

Posted 25 November 2012 - 08:49 AM

Both of those time-steps are unnecessary in most common cases. 1/60th is usually the highest anyone would go, and 1/30th is the most common. Not every machine can maintain a 60-FPS framerate (much less 120) and in such cases they will simply stutter down to a halt and die, never being able to catch the simulation up to the actual game time.

Define “stutter” and “responsiveness”.
I thought at first you were talking just about input but then you mentioned Bullet, so now I am wondering if you are crossing terms etc.

But let’s assume you are not, and “responsiveness” means “smooth low-delay response to input” and “stutter” means “jerky visuals”.

Smooth input responsiveness can happen at any reasonable time-step interval. If you get less-smooth motions it means there is a problem with how you poll input. Fix that instead of covering it up with a faster update.

Stutter has many explanations, none of which are related to how fast or slow the time-step is. I get perfectly smooth motions on all objects with time-steps as low as 1/5th.
If objects are jerky you will need to explain the nature of the jerkiness. There could be a million causes:
#1: All objects seem jerky all the time when in motion?
-> You aren’t interpolating the objects between updates.
#2: Following an object with the camera is jerky?
-> You are updating your camera’s look-at target only on logical updates, or on every frame but using the wrong target position (you have to look at the interpolated position, which is also updated every frame).

These are the most common, and each indicates its own problem unrelated to fixed time-step intervals. Even at 1/5th you should be seeing everything running smoothly, so changing it to 1/60th or 1/120th is just hiding the problem.

L. Spiro

### #4L. Spiro

Posted 24 November 2012 - 10:37 AM

Both of those time-steps are unnecessary in most common cases. 1/48th is usually the highest anyone would go, and 1/30th is the most common. Not every machine can maintain a 60-FPS framerate (much less 120) and in such cases they will simply stutter down to a halt and die, never being able to catch the simulation up to the actual game time.

Define “stutter” and “responsiveness”.
I thought at first you were talking just about input but then you mentioned Bullet, so now I am wondering if you are crossing terms etc.

But let’s assume you are not, and “responsiveness” means “smooth low-delay response to input” and “stutter” means “jerky visuals”.

Smooth input responsiveness can happen at any reasonable time-step interval. If you get less-smooth motions it means there is a problem with how you poll input. Fix that instead of covering it up with a faster update.

Stutter has many explanations, none of which are related to how fast or slow the time-step is. I get perfectly smooth motions on all objects with time-steps as low as 1/5th.
If objects are jerky you will need to explain the nature of the jerkiness. There could be a million causes:
#1: All objects seem jerky all the time when in motion?
-> You aren’t interpolating the objects between updates.
#2: Following an object with the camera is jerky?
-> You are updating your camera’s look-at target only on logical updates, or on every frame but using the wrong target position (you have to look at the interpolated position, which is also updated every frame).

These are the most common, and each indicates its own problem unrelated to fixed time-step intervals. Even at 1/5th you should be seeing everything running smoothly, so changing it to 1/60th or 1/120th is just hiding the problem.

L. Spiro

### #3L. Spiro

Posted 23 November 2012 - 03:48 AM

Both of those time-steps are unacceptable in most common cases. 1/48th is usually the highest anyone would go, and 1/30th is the most common. Not every machine can maintain a 60-FPS framerate (much less 120) and in such cases they will simply stutter down to a halt and die, never being able to catch the simulation up to the actual game time.

Define “stutter” and “responsiveness”.
I thought at first you were talking just about input but then you mentioned Bullet, so now I am wondering if you are crossing terms etc.

But let’s assume you are not, and “responsiveness” means “smooth low-delay response to input” and “stutter” means “jerky visuals”.

Smooth input responsiveness can happen at any reasonable time-step interval. If you get less-smooth motions it means there is a problem with how you poll input. Fix that instead of covering it up with a faster update.

Stutter has many explanations, none of which are related to how fast or slow the time-step is. I get perfectly smooth motions on all objects with time-steps as low as 1/5th.
If objects are jerky you will need to explain the nature of the jerkiness. There could be a million causes:
#1: All objects seem jerky all the time when in motion?
-> You aren’t interpolating the objects between updates.
#2: Following an object with the camera is jerky?
-> You are updating your camera’s look-at target only on logical updates, or on every frame but using the wrong target position (you have to look at the interpolated position, which is also updated every frame).

These are the most common, and each indicates its own problem unrelated to fixed time-step intervals. Even at 1/5th you should be seeing everything running smoothly, so changing it to 1/60th or 1/120th is just hiding the problem.

L. Spiro

### #2L. Spiro

Posted 23 November 2012 - 03:41 AM

Both of those time-steps are unacceptable in most common case. 1/48th is usually the highest anyone would go, and 1/30th is the most common. Not every machine can maintain a 60-FPS framerate (much less 120) and in such cases they will simply stutter down to a halt and die, never being able to catch the simulation up to the actual game time.

Define “stutter” and “responsiveness”.
I thought at first you were talking just about input but then you mentioned Bullet, so now I am wondering if you are crossing terms etc.

But let’s assume you are not, and “responsiveness” means “smooth low-delay response to input” and “stutter” means “jerky visuals”.

Smooth input responsiveness can happen at any reasonable time-step interval. If you get less-smooth motions it means there is a problem with how you poll input. Fix that instead of covering it up with a faster update.

Stutter has many explanations, none of which are related to how fast or slow the time-step is. I get perfectly smooth motions on all objects with time-steps as low as 1/5th.
If objects are jerky you will need to explain the nature of the jerkiness. There could be a million causes:
#1: All objects seem jerky all the time when in motion?
-> You aren’t interpolating the objects between updates.
#2: Following an object with the camera is jerky?
-> You are updating your camera’s look-at target only on logical updates, or on every frame but using the wrong target position (you have to look at the interpolated position, which is also updated every frame).

These are the most common, and each indicates its own problem unrelated to fixed time-step intervals. Even at 1/5th you should be seeing everything running smoothly, so changing it to 1/60th or 1/120th is just hiding the problem.

L. Spiro

### #1L. Spiro

Posted 23 November 2012 - 12:40 AM

Both of those time-steps are unacceptable. 1/48th is usually the highest anyone would go, and 1/30th is the most common. Not every machine can maintain a 60-FPS framerate (much less 120) and in such cases they will simply stutter down to a halt and die, never being able to catch the simulation up to the actual game time.

Define “stutter” and “responsiveness”.
I thought at first you were talking just about input but then you mentioned Bullet, so now I am wondering if you are crossing terms etc.

But let’s assume you are not, and “responsiveness” means “smooth low-delay response to input” and “stutter” means “jerky visuals”.

Smooth input responsiveness can happen at any reasonable time-step interval. If you get less-smooth motions it means there is a problem with how you poll input. Fix that instead of covering it up with a faster update.

Stutter has many explanations, none of which are related to how fast or slow the time-step is. I get perfectly smooth motions on all objects with time-steps as low as 1/5th.
If objects are jerky you will need to explain the nature of the jerkiness. There could be a million causes:
#1: All objects seem jerky all the time when in motion?
-> You aren’t interpolating the objects between updates.
#2: Following an object with the camera is jerky?
-> You are updating your camera’s look-at target only on logical updates, or on every frame but using the wrong target position (you have to look at the interpolated position, which is also updated every frame).

These are the most common, and each indicates its own problem unrelated to fixed time-step intervals. Even at 1/5th you should be seeing everything running smoothly, so changing it to 1/60th or 1/120th is just hiding the problem.

L. Spiro

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