March 28th, 2023 Livestream
Q&A: Does the Physics update affect how stable or janky the Vehicles are in Multiplayer?
https://youtube.com/embed/oLl9SZht-bE?autoplay=1&start=4007&end=4333
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Suggested Wiki Reference Code
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Topics
- Satisfactory Updates > Released > Satisfactory Update 8
- Technology > Unreal Engine > Unreal Engine 5
- Technology > Physics
- Features > Transportation > Vehicles
- Features > Buildables > Foundations
Transcript
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