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Question by kzea · Feb 08, 2012 at 12:00 AM · physics

WheelColliders and physics update rate

Recently I've been trying to adjust fixed time step for the application I am working on. Specifically for performance reasons I was trying to lower the update rate from default 50hz to 30hz. While in general quality of physics simulation is still acceptable at lower update rate (I.e rigid bodies bouncing off of things) I have problem with WheelColliders. More or less I am modeling standard  vehicle. User input gets transferred to wheel colliders as motor torque, steer angle and brakes. Force and torque values where tuned at 50hz and after switching to 30hz update rate the vehicle handling is completely different. I understand that due to physics integration is happening over a longer time step simulation results will be slightly different but not completely different as in my case. More experimenting shows as well that changing number of solver iteration steps affects greatly outcome of my vehicle simulation (quality of my vehicle handling becomes unacceptable with increasing number of solver iterations). Which is quite a surprise to me.

Have anyone encounter similar behavior? How to explain what i am experiencing? What are best steps to make wheel collider behavior more consistent under different fixed time steps and collision solver iteration step counts? 

Ps. Thus far is went thru my code making sure there is no frame rate dependent components that could  affect my simulation. I can see only one questionable area which is user input pooled at fixed update rates. But that alone does not explain wheel collider changing behavior under various solver iteration counts.

Regards 

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