Lol.. The new trailer said that it was all simulated at 1000 frames per second. Mine runs like a slide show. This is not a complaint just something I noticed. ThankS Liam
That's the physics engine running at that framerate so it can accurately perform all the physics calculations in the game .
Their goal is not competition with triple-A titles. The simulation apparently functions as if running 1000hz, yet world items load, true display functions near the average of 60 frames per second providing how one's cpu handles the game. Trying to give you a quick explanation of a rookie with little technical know how.
Haven't you been told multiple times to stop explaining things you don't have a solid grasp on? Not only are you spreading misinformation, your sentences never make any sense. :/ It's very simple. Provided that the hardware is good enough, the physics will run at a maximum of 1980Hz (iirc), and the graphics will update at a maximum of 60/75Hz. Having the graphics run at 1000Hz is pointless as most monitors can display up to 50-60Hz; specialised ones can run 75 or even 100Hz. Assuming 1980 physics fps and 60 graphics fps, there would be 33 complete physics calcs for every graphics frame drawn. Having the physics run at high speed allows for higher fidelity simulation.
Re: "all simulated at 1000 frames per second" - - - Updated - - - Misinformation wat? Do you think I am some prick wandering around saying 911 was an inside job, no. So if you talk trash about me seriously, stfu, you said the exact same thing I said except with some fancy 1000hz words and calc* around it. The average computer user knows refresh rates. I am going to update my post removing said roo. Why, the forum is open to people who pay to be here. It is supposed to an open source for communication. I am updating my review of beamNG to thumbs down because of the included upset.
Re: "all simulated at 1000 frames per second" Sorry OP, I know we're bringing this thread completely off-topic, but I feel it necessary to ask you why the hell you're changing your review of a game to a negative one because you got into an argument on the game's forums that has nothing to do with your review?
Re: "all simulated at 1000 frames per second" Please refer to my post in the General Discussion thread regarding my reasons. Also for this thread there never was an argument. Zappymouse took his effort to shame me without recognition of any intelligence previous.
Re: "all simulated at 1000 frames per second" Shame you? Nah. I was politely and gently letting you know what you've been doing wrong since day one here. But since that roared over your head at 200mph and you brought 9/11 up for some reason, I'll be blunt: you're an insufferable, illiterate imbecile. Even if the information you're posting is correct, there's no point if nobody can understand it.
*2000 FPS Physics Engine FPS ≠ Graphical FPS What the video said is 'Simulated at 2000 Frames per Second', which is totally legit if you refer at the Physics Engine. Physics Engine accuracy (or calculations per second) are usually referred with Frames per Second, Steps per Second, Hz. Saying 2000FPS means that in one second, each thing on the physics side is calculated 2000 times. So at each second what you see is the result of that calculation. Your GFX FPS can be anything between 1 to (big number), but it won't change the accuracy of the physics simulation.
Re: "all simulated at 1000 frames per second" You are not shaming me three times more now? Read that again, it is not polite, gentle, and contributes nothing other than hate. It does not correct anything, it does not improve anything, it is the most hypocritical sentence one could read in any language. It fails at whatever purpose intended, and followed up by more smug statements. Zero mention of nobody understanding, thus the only near conclusion I can make of this is that you are your nobody. Did your mind melt staring at blender items patting yourself on the back at one or none frames per second? Here is what I said IT does calculations at 1000hz, it functions, that box (car) of 2000hz* sits in the torque 3d world, a world that moves around based on the calculations that your computer hardware has remaining ( why grid map is the smoothest because there is nothing remaining). That's it, you were right, very simple indeed. Here is another idea because of your commentary. The Coriolis Effect: your profile indicates where you live water spins down the drain clockwise, mine spins counter-clockwise down the drain, either way you do not see me in your threads treating you as sh*T. Want more on 2000*hz.? Turn off vertical-sync. I would actually like it for improvement of this game, less tearing, almost any game engine can calculate that fast, but then there are always the griefers to deal with.
Apologies OP, sixes and sevens, you are crazy to think that helps, google translation is the internet porn of communication.
Obvious trolling, I know nobody who speaks English as their first language has that level of communication. Even if its not your first language its still beyond stupid.
Re: "all simulated at 1000 frames per second" What? Vsync has nothing to do with the physics engine. You are confusing the GFX Engine with Physics Engine. Those are 2 separate things. There isn't any other game that calculates their physics at 2000hz out here (Apart Rigs of Rods, which is from the same team). And not any game engine can calculate that fast. Neat thread: https://www.lfs.net/forum/thread/48927-Racing-sim-physics-engine-rates Now @everybody, stop flaming or your will see bad things
Re: "all simulated at 1000 frames per second" Thank you, and I will report the bully. However, I think Vertical-sync does have to do with the physics engine. I am not arguing, but when I see my screen tear it is because I am running a physics engine too.
The 2 are completely disconnected. Screen tearing occurs when the GPU updates the frame during a monitor refresh. An action entirely independent of the physics engine.
Re: "all simulated at 1000 frames per second" To clarify. The physics are always running around 2000hz. But the game is then relying on your computer specs *GFX*, to show what it just calculated, in realtime. *on your monitor* (and that's how lag happens.) *I think* because in every game I've played, it lags, and then skips to where you would've been if it hadn't lagged. Because the internal calculations were already done but the display side *GFX* of things couldn't keep up, so it decides to skip the frames it was late on, and goes to the present frame.
How do I avoid this? This, this is BeamNG, and we love it. What I do not like is when the vehicle merges with an inanimate object.
That is what the VSync setting does. Forces GPU updates to match monitor updates, or more effectively it locks the frame rate to the monitor refresh rate. Drawing at 62fps on a 60Hz monitor may create a slight tear, so VSync would cap drawing to 60fps. 55fps on a 60Hz screen would also tear, so the GPU would cap to 30fps, which the 60Hz screen can display with no tear. There is also GSync, only supported on recent NVidia GPUs and compatible monitors. The monitor will have a non fixed refresh rate (although will still have a maximum, say 60Hz, although most GSync compatible monitors are 120 or 144Hz maximum). The monitor will predict when tearing occurs and skip that update and can also adapt its refresh rate to match the GPUs actual frame rate. Better than VSync, but of course requires you to have GSync capable hardware whereas just about anything will VSync. A few monitors (and alot of TVs) are rather resilient to tearing at below their refresh rate. Some games also simply have a frame rate limit. This is a setting independant of VSync and GSync (either can be enabled at the same time) and will cap the GPU output to a set number. I often cap to 30fps in games that allow it, mostly due to my rig not always managing a stable 60fps on every game available these days and I prefer a solid 30 over a varied high 40s-50s.