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johdex

Typical update frequencies in racing sims

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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?

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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.

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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.

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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.

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