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    • BenstarB
      Benstar
      last edited by

      Hello there!
      I am currently developing a game which makes use of the physics refresh rate very heavily. Would it be possible to add a behaviour to HyperPad where we can adjust the physics refresh rate?

      If this was possible, it would mean that lower end devices would be able to run the project smoother, and higher end devices would be able to enjoy the seemless lag free frame quality of the higher physics rate.

      Thanks in advanced!

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA
        Aidan_Fire @Benstar
        last edited by

        @benstar Physics refresh rates also changes how physics works a bit. Low refresh means squishy physics, high refresh means harder physics, so to lower the refresh rate for lower end devices would make the game a bit different for them.

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        • Aidan_FireA
          Aidan_Fire
          last edited by Aidan_Fire

          I may have been told this before, but what is the difference between refresh rate and physics iterations?

          Just went and played around with physics, iterations seems to be the main changer of squishyness, but refresh rate also had some effect on the actual physics and lowering it did seem to make physics a little squishier I think (higher refresh rate caused more violent physics explosions when I packed too many objects into a small area).

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          • HamedH
            Hamed Admin
            last edited by Hamed

            @aidan-oxley said in Feature Request:

            Just went and played around with physics, iterations seems to be the main changer of squishyness, but refresh rate also had some effect on the actual physics and lowering it did seem to make physics a little squishier I think (higher refresh rate caused more violent physics explosions when I packed too many objects into a small area).

            #of physics iterations is how many times physics calculations are completed per frame
            Refresh rate is how many frames there are per second.

            They can both control the "squishiness"

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