I wonder what would happen if you tried something like this in GTA V. With speedrunners having uncapped FPS, the effects I've seen range from missions instafailing to ladders becoming catapults
My favorite part was when you caused a chain reaction with the crossbow and just sat on the other side of wall and watched everyone get crushed by super bouncy file cabinets
Jackie Chan in his movies is world famous for using the environment around him to fight, like climbing up walls, using refrigerator doors to block punches & ladders as a weapon etc. So here, Freeman is `Jackie Channing`it with this high tick rate.
I like how ragdolls are fine. I saw the beginning like “Oh nothing happens, neat”, then the dropped pistol starts bouncing around and I’m like “oh no…”
I love how everything becomes infinitely much more terrifying, ranging from mere shovels, all the way to violently bouncing and spinning knife blades that shatter all the wood in the room to a million violently bouncing and spinning splinters. And turrets are even more immortal than before, and will now aggressively bounce around the map.
The way it flies straight to him reminds me of the easter egg in half life 1 where if a human enemy gets gibbed there's a rare chance the skull, line of sight permitting, will fly straight towards you. I forget which video talks about it but it's a thing!
So I think what's happening is that the high tick rate makes the physics velocity calculator thing occur too much. So when you lifted the tire with the crate each tick it adds a certain velocity to also move it up. But because the tick rate is so high it added that certain velocity *way* too much in like a second so it went flying.
I'm pretty sure physics simulation is scaled/proportioned to tickrate, but I can't tell if it A) doesn't, or B) the simulation (read: the faster approximations of physics aspects actually used) break down as the tick rate departs expected ranges.
Maybe. Usually when physics engines are accelerating something they multiply the acceleration/ velocity by the time the last frame took to complete in seconds so everything scales properly no matter what
@@disk0__ could be worse could be a case of some part of the physics simulation is scaled/proportioned to the tickrate (also part of the Frame rate) and some is not. Iknow there was a few games that ran fine in 30 and 60 FPS but if you set the FPS cap to 120 and ran it from that Physic would break in some cases because some physic calculation was done at 30/60 times a sec and some would end up been done 120 times a sec. and that would just break.
You’re partially correct. In the source engine, whenever a physics object touches any other object that it cannot pass through, it is pushed away. It is not stopped, no, it is pushed. So for example, if you take a box and drop it on the ground, the box doesn’t actually stop as soon as it hits the ground, instead it slightly clips into the ground and gets pushed back out, making it seem like it stopped. On low tick rates, this would make the object either sink, or bounce weirdly as the object isn’t being pushed away instantly most of the time. However, on high tick rates, the check for whether the object is clipping happens too much, causing it to, well… go absolutely ape shit. You can actually see this occurring even on default tick rate, depending on certain conditions. If you’ve ever seen a physics object in a source game slightly dip into the floor or another object, that’s the push failing to occur (this will generally be caused by a performance dip, or something else). The only objects that don’t follow this rule in the source engine are: entities and ragdolls (technically ragdolls are entities)
Like, I thought the most ridiculous thing I could see a vehicle unintentionally doing in video games was Shazza harnessing the energy of the Spin with her Fourbie in TY 2, but now I’ve seen *_true chaos._* Why yes, that is a JoJo reference. Sue me.
It's what I've always expected. Half-life physics is controlled by demons which are bound to the objects by the tickrate command. By using 200 you essentially release them upon this world and undo the thousands of hours valves demon hunters have spent catching and binding them to the objects.
0:58 it's like one of those GMOD videos in which a prop is possessed and starts murdering everyone and the way he just looks at the player before getting bonked on the head by a Monitor is comedy.
Some of my earliest memories of gaming are messing with HL2's physics settings. Setting the gravity to -1 was my favorite. Everything just gently floating inexorably off into the void...
Broken trigger. It wants to go to a specific position and drop the APC. But the APC is gone. So it derps. You can do it legit at the lighthouse, if you destroy one of the troop carriers the drop ship derps and just starts doing loops trying to figure out where it’s supposed to go next.
@@FenekkuKitsune I was mostly just goofing, but that's a really cool piece of information too! Had a feeling it had something to do with breaking the script. Makes me just imagine the dropship turning around and going "Gordon, what the HELL!? Now we need to re-shoot this scene AND get a new deployment pod!"
I imagine the physics engine's code was tuned to function with lower tick rates, and as such it's overcompensating _way_ too much with collision forces at higher ones.
given what seems to be going on with gravity, i can imagine some puzzles being way more exploitable and others becoming impossible, but with the speed cap it might mantain some degree of stability.
Seeing that car flail around reminds me, did you know you can control the cars with the console? After manually turning it on and releasing the handbrake with ent_fire the console, type in throttle 5000 and watch it enter the penal zone.
Yeah, it's a cool feature. Fun fact, actually; portal 2 has some base source entities that are related to HL2 entities, and one of them is a generic vehicle. The original player based controls are completely broken, but the IO based controls still kinda work. Ended up just barely restoring the jeep in Portal 2, was really neat.
All i found while playing with high (acceptable) tickrate of 100 that it can break some part of the scripted event and softlock the game, example the undue alarm chapter in ep1 where you on an elevator with alyx to goes down to the core, the stop at the stalker section doesnt work even you put energy balk in the reactor thingy, the stalker simply does not spawn and the elalevator stuck in place.
This is really interesting behavior from the game engine. The fact that ragdolls appear fine has thrown me for a loop... My first thought is that when you tell the physics engine to run far faster than normal the individual steps it has to calculate start to shrink drastically along with any associated numbers (velocities, prop positions, map geometry). These floating point values are all likely 32bit numbers and have a limit on there resolution. As they shrink that resolution dose too which throws off the accuracy of all of the physics calculations too the point that collisions that should be canceling velocity start to add it instead (that's where you get the super bouncy props from).
It’s actually to do with how the engine handles objects touching each other iirc. Basically the objects touching each other aren’t a hard “don’t go in this” thing. Instead, objects resist each other like magnets, but slightly clip into each other leading forces to push them out making it seem like they’re stopped. But the high tick rate causes them to push too much, leading to, well… chaos. Also, entities (including ragdolls) are exempt from that kind of physics simulation (it’s why you can’t pick up ragdolls or do a lot of other physics-based things with them)
It looks like the props are trying to apply bounce acceleration to themselves, but due to the high tick rate, they apply bounce acceleration multiple times because they’re in the proximity of a collider for multiple ticks.
Can't you adjust the the physics updates independently? I wonder if you could like find a balance where you get the hyper smoothness but it's like everything's out of sync cuz obviously it is.. but I wonder if you could bring it back into sync? At the higher rates...
While the gameplay remain the same, higher tickrate break some part of the game and soft lock you. I tried playing with 100 tickrate (cs source high tickrate standard) in episode one, the elavator section with alyx did not work correctly, when revert back to 66 it worked flawlessly.