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 Iām 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 :)
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