Udon cannot change Fixed Timesteps
closed
frou01
Currently Fixed Timestep is 1 / Refresh rate.
I know that Low Fixed Timestep is simple solution to prevent judder. But, it easily will cause performance problems.
Please give us method of selecting smooth or light.
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frou01
I wrote new feedback. It's made clear to the point.
frou01
Not to rendering. Only to LOGIC.
frou01
I've rewritten it with more clear language so that it won't be misunderstood.
I have rewritten it in difficult words to avoid misunderstandings.
Xiexe
closed
Thank you for your request!
Unfortunately, this isn't something we'll be able to implement in the foreseeable future.
I do understand the frustrations, as we've recently run into issues internally with things I've been working on due to this inconsistency.
However, not having physics synced to refresh rate can and does cause issues in other places, especially, and specifically, with objects that are held in the player's hand. Not only that, but SteamVR itself through it's SDK recommends this and even forces it by default.
If you'd like to learn more, here are some links explaining the phenomenon that we are trying to avoid:
That's not to say it'll
never
happen, but it's unlikely as things stand currently.frou01
Xiexe
私が誤読しているのでなければ、引用しているのはレンダリングについての記事ではありませんか?
あなたはFixedTimestepsとTimestepsの差は理解していると思うんですが。
本当に論点を理解しているのですか。
Unless I'm misreading, isn't the article you're quoting about rendering?
I think you understand the difference between FixedTimesteps and Timesteps.
Do you really understand the point?
まあ、影響が大きいことは理解しました。しかし、対して得られる利益がVRCDevに過小評価されているとも考えます。
あまりにも複雑な操作をフレームごとに実行するのは非効率すぎませんか?
60FPSすら実現できないワールドが多いことにもっと気を配るべきです。
Well, I understand that it will have a large-scale impact. However, I think VRChatDev is underestimating the benefits you'll get.
Isn't it too inefficient to perform overly complex operations every frame?
You should pay more attention to the fact that there are many worlds where even 60FPS cannot be running.
このCannyは始めたばかりに書いたものなので、後に今ここに書いたことを主として別に書くことにします。
This Canny was written when I was newbie, so I will write a new article mainly based on what I just wrote here Later.
Ilya_Cross39
Please leave a refresh rate of 72 MHz
Crimson_foxVRC
By not allowing this to be set to a fixed rate, this makes worlds both run worse & introduces glitches caused by feedback being framerate-dependent. This introduces two massive issues: it breaks any program that relies on the expectation of the timestamp being fixed, & it prevents any game that relies on this function from being fair & balanced due to the inability for the fixed timestamp to be consistent.
VRChat please fix.
kkclint
The document (https://docs.vrchat.com/docs/event-execution-order) states "Matches the user's screen refresh rate" but does not mention any reason for this. What are the advantages of this specification and why is it adopted? I don't think it is good that different users get different physics results.
Crimson_foxVRC
kkclint: "I don't think it is good that different users get different physics results"
No sh1t it's not. Other game engines have the ability to specify fixed tickrates for object behaviors, but Unity does not, for no apparent reason.
yoshio_will
We're holding car race event now. Every entrant drives car and measure time, and the fastest is winner. It's simple.
But here's problem. Fixed timestep is relevant to each HMD/monitor reflesh rate, and affects physics simulation, so performance of the car is slightly different among each entrants.
I am using Valve Index, so can change RefleshRate between 80/90/120/144Hz. To test behaviour, I did a time trial at 80Hz and 144Hz, and 144Hz is faster than 80Hz, about 0.6secs. (In other cases, 80Hz was faster. Each setting seems have one's strong and weak points. ex:cornering is good but straight acceleration is bad, etc)
In this case, the race event is nor fair.
I think controlling a fixed timestep will help with this.
Faxmashine
Lowering the fixed timestep rate would allow us to improve the performance of our worlds. It would also let us avoid physics issues caused by very low or very high refresh rates.
Unity has built-in interpolation feature for rigidbodies, so their movement would continue to appear smooth.
Possibly this affects avatars negatively. Not sure.
Crimson_foxVRC
Faxmashine: It wouldn't, avatar-based objects already updated at 60Hz prior to the introduction of PhysBones. 60Hz is fast enough whenever interpolation gets involved: modern FPS games(yes, ones made by AAA devs) have keyframes at rates as low as 20Hz with interpolation.