Jump to content
  • Advertisement
Sign in to follow this  
johdex

Typical update frequencies in racing sims

This topic is 4267 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I was wondering what is the typical update frequency when simulating physics in a realistic car racing simulation? In my own project I never managed to use a frequency lower than 200Hz without getting stability issues. Am I just a terrible physics programmer :) or is it unrealistic to aim for 10Hz?

Share this post


Link to post
Share on other sites
Advertisement
10hz may be a tad too slow, but somewhere between 30 and 60 should be just fine.
200hz is extremely high, and you probably need to switch your integrator.

Share this post


Link to post
Share on other sites
I'd consider 30hz too slow as well, except maybe for cars that are unseen, or game props (road traffic like in Burnout). 50Hz to 100Hz for a normal simulation. Also scalable depending if the car is far away or close (your car, vs the cars 1/2 way down the track). It's not uncommon to have the cars very far away not even simulated, but run through statistics and prediction. Kind of a LOD physics and A.I. But for a pure simulation, between 50Hz and 100Hz.

Share this post


Link to post
Share on other sites
Well it also depends on your collision detection. I mean if you are using continuous collision detection then 60-30 hz is probably acceptable, but if you are using something like ODE then 200 hz is not too much.

Share this post


Link to post
Share on other sites
What kind of collision response is used at these low frequencies? I'm afraid a penalty-based method would not work below 100Hz. Am I right? My experience using Euler confirms that fear, but maybe RK4 will work.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!