March 28th, 2023 Livestream Chaos Physics

March 28th, 2023 Livestream

Chaos Physics

https://youtube.com/embed/oLl9SZht-bE?autoplay=1&start=3872&end=4612

Suggested Wiki Reference Code <ref name="yt-oLl9SZht-bE,3872.341948872314,4611.707364">[https://youtube.com/embed/oLl9SZht-bE?autoplay=1&start=3872&end=4612 YouTube - March 28th, 2023 Livestream - Chaos Physics]</ref>

Transcript

cool let's move on, because we're running out of time holy chaos physics yo chaos, the vehicle changes are so dope, they are hella broken right now, like parts of the vehicle overhaul is so much better and part of it is so much broker right now but that's because we're moving over into the chaos engine like driving around in vehicles and, and all this stuff feels so much better now, the only issue is like all the automation with vehicles so like when we're simulating stuff there's there's some Yankee going on at the moment janky going on the moment I hope we can iron all that stuff out before we release, update but, but the yo so stoked to be able to drive around on foundations and stuff like that that's like one of the biggest really like reasons why we wanted to move, using Unreal Engine 5 because we knew we needed to rework the physics for the vehicles, and we sort of put it on pause because we were like maybe we'll move to Upper Arlington five and then we could do it there, so like changing the vehicle physics was like the first thing we started looking into when we were contemplating movement 2005. because that that was where like the biggest gain initially we thought we also realized that the world partition system was quite big but initially we really we were like so stoked about the fact that like the maybe the vehicle system will work so much better and the physics are much better, I haven't tested it like an insane amount but I have been driving around on the map a lot and there's still like a few cases where there might be cases where like why did the vehicle just bounce around like that, but if I compare it to like how it is now it's like it's you know it's still less amount than it was now there's been a couple of cases where like I'm driving up on like nodes like ore nodes and instead of it being like you know acting on on where the wheels on it it's still like it flips so that's kind of strange but maybe it does that now, there's a physics update affect how stable or janky vehicles are in multiplayer, see that's a good question I actually don't know at the moment because there's undoubtedly aspects of it that we need to like not only change how the physics work for the vehicles for the game itself but also like how all that multiplayer support will be, I actually don't know I haven't tested that actually, but if anything you know I think it will be better in multiplayer but you might still have like the it's like so here's the thing right because it's kind of there's two aspects of it there's you have the vehicle's physics as they are and then you also have like the the the networking physics simulation that's going on because the way it works is the way it doesn't work is you have a server and you have a client the server is telling the client like hey you're driving a car and cars over here and then their service like simulating what's going on like it's not possible to do that because you would need to send, because most often physics operate on like a lower tick rate than what the game is updating to be able to simulate what happens between the ticks so to speak, because the game if you're running the game in like 60 FPS it's not it's not tied to FPS actually never mind that but imagine in the beginning running the game at 66 UH 60 hertz, they might that might not be granular enough to be able to get like proper assimilation on Wheels because there might be stuff happening between the frames or the ticks, where you need to like know what actually happened and it's not really possible for a server to be able to send you that information because it needs to so much data so what we're doing is we're simulating the physics on clients and then the server is like making sure that we're where we're supposed to be and if we're not where we're supposed to be it will, I don't know if we're rolling back or if we're use if we're using rollback or if we're using some other technique because it can be there's there's plenty of ways to solve that problem and it's a huge problem, but it will sort of adjust to make sure that we're in where we're supposed to be but before we simulated the physics this was janky as in our game, it was so broken I'm so glad we did that I think we did that for update four or five that was quite a while ago, where we started simulating vehicles on clients and made the game so much better using vehicles on clients but they're still like they can still be issues where clients don't match up, so so changing the physics to use chaos shouldn't affect that portion of the game so to speak so like the simulation aspect of like whatever physics engine you're using that will still sort of be its own problem if that makes sense that's the problem that we have semi-solved, and now we're applying a new physics engine on top of that but it's it's the same physics engine, so yeah foreign

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don't I don't think Halo uses roll you use rollback I think Halo just like warped you you just moved you to where I think there was like, it had like a granularity of like if you're too far off where you're supposed to be or something like that it would move you back, I don't know because it kind of depends like some games don't really need rollback I don't think we have rollback I think we just warp you as well because rollback is when you keep track of like where the client thinks it is and when the server knows it is and then when there's a mismatch the server will ask the client to go back in time and then reapply the same input from the player, I don't think we're doing that because we don't really need that Fidelity I think we just move you to where you're supposed to be and then be like all right and then you're in this vector and you have this velocity but I don't know I actually haven't worked on that system too much it just worked back yeah that's what I thought because when you're using a rollback usually it's tied to like play your input as the main buffer, that you're sending data, so he would know what what you were doing in between as well when you're doing roll back and it's it's a lot more work getting rollback working than just like moving you back, but I wouldn't be surprised actually if Halo was using a rollback for because it is a fast maybe on the later Halos for sure because it is a faster like shooter, Call of Duty use this rollback I know they have like their own special magic, word like guesses what's gonna happen player input wise it's it's so it's so weird that is like actual magic, cool that's physics I don't know if I need to talk too much yeah no I do have to talk about one thing because I have a lot of questions about, hyper like the other physics because we only talk about vehicle physics because all the fixes in the game are going to change player of physics is Gonna Change and I've gotten a lot of questions of whether or not hypertube cannons will work in the same manner or if if whatever, and yeah so player input wise we're using the Unreal Engine like player movement, logic so that has already been like ported by epic so we haven't done anything special there we're just using the system that they have and that has been migrated to using chaos so like we're out of the woods for player movement and stuff like that but we have a little bit of like special logic when it comes to, hypertubes and for the most part if you don't have like any advanced kind of physics it like just migrating should just work in a real engine but here's the thing when I've been testing the hyper2 canons actually don't work at the moment, they're kind of broken but hypertubes seem to work which puts us in a very strange position right now, wait wait wait don't don't freak out yet okay because that puts us in a pretty strange position because we kind of like that feature, so I talked to Mark about this so we have like internally decided that hyperdube cannons is going to be like an official feature like we are gonna we're gonna support hypertube cannons, so we're gonna have to fix that book to make it work, it's like it's it's such a strange situation to be in because like that's hypertube canons historically was not intentional hyperduke candidates were sort of like discovered by community and we were like oh that's a cool bug let's not remove it you know let's keep it but now we're in a situation where it kind of It kind of doesn't work anymore like because of the physics change and yeah like I mentioned we we kind of view that as like a core feature now, or a feature even though it wasn't an intended feature we kind of see it as like we we don't want to remove that anymore, so we're gonna try and fix hyperdube cannons hyperdube cannons might not work exactly the same way as they did before it's a similar type of problem with like the vehicles just mentioned the vehicle in the video where you know it's gonna pretty much be the same thing but it might be you know some slight change here or there, because it's really hard for us it's really hard in general to like be able to like replicate in one physics engine exactly how it works the different one, so like if you had us if you tune your hypertube cannons in a very particular way, after update we hope that they will still function but there you might need to like adjust them a little bit or something like that maybe they'll be less powered or maybe it'll be more powered or something like that I don't know I think the goal is to have it so that they pretty much work the same way as they did before that's the goal at least, but I just wanted to like be transparent about that and explain the situation, because- I sort of discovered this when I was testing that, some of the hypertube Cannons that I'd set up just didn't work and, yeah that's that's a bummer what about slide jumping so slide jumping was one of those cases where we sort of got that automatically because epic, when they merged when they, when they Implement a chaos physics they sort of took the player controller and applied it in similar fashion has to work right now so the slide jumping and stuff like that pretty much work the same way as before I haven't tested on running on on conveyor belts hmm there's probably a bunch of stuff we haven't tested yet when it comes to physics but, the goal really is like all that stuff is to be able to reach the same point as it is with the current physics engine and, and yeah the hyperdube cannon functionality I guess it's gonna be official I guess I don't like it I don't like that it's an official thing but that is definitely something we don't want to rob you guys up and, yeah just you guys know confirmed yes that is the goal