Original Post — Direct link

From PhysX implementation tips (https://www.nvidia.com/object/physx_tips.html):

  • Trade off fixed timesteps:
    • A lot of substeps: physics can be the bottleneck
    • Few substeps: moon gravity effects

If Rocket League / Unreal Engine uses variable timesteps, this could potentially be the cause of the "heavy car bug" - some users having few substeps sometimes and other users always having many timesteps (no moon gravity feeling).

This is a problem people also complain about in Fortnite, which is also an Unreal Engine game: https://www.epicgames.com/fortnite/forums/battle-royale/royale-with-cheese/383759-200-fps-but-game-feels-laggy-and-slow.

From this post, especially the quote " I also get small stutters every 5 or 10th second almost as if Iā€™m getting lag spikes/ fps drops" is interesting - I can replicate this in Rocket League in a dual-monitor setup, when the second monitor is decoding video in real time (e.g. watching twitch).

Here is a GIF to prove it (notice the car bopping in the main menu): https://giphy.com/gifs/40bDesbF7lItW1d9kl/fullscreen

It would be very nice to have developer feedback on this - I am just trying to help :)

External link ā†’
about 6 years ago - /u/Psyonix_Cone - Direct link

Rocket League does not use variable timesteps.