• Multiplayer Physics
    9 replies, posted
I was wondering how multiplayer physics work in this game, as UE4 uses PhysX and doesn't have a fixed timestep, and given that the default physics implementation wouldn't work well with large amounts of props and any amount of lag. Are you guys going to write your own?
UE networks physics but they didn't seem to add interpolation so we added it. It looks decent.
sexy as fc
PhysX it's nvidia (It's very good)
PhyX is not a good option because not everyone is running the game with Nvidia Graphics card.
Don't buy amd please
pussy
Did you guys turn off client side simulation? Or is there client side video? I'd love to see it. I haven't seen a UE4 multiplayer rigid body physics implementation that uses client side physics which scales well and doesn't feel jittery. From what I've seen having client side physics simulation turned on becomes an issue when the clients machine is required to reset every object to an earlier known position and then re-simulate the whole scene when an objects position diverges too much from what the server says. And as every machine simulates physics differently (physx is nondeterministic) that'll happen frequently. The implementations that I've seen that have client side simulation turned off also don't feel right. They feel like you spend a lot of time waiting for objects to move. This is especially apparent when you as the client walk into a physics object that's supposed to move.
Please read up on PhysX lol. The vast majority of games that use PhysX run it in CPU-only mode. This includes games for PS2, Wii, Nintendo DS, Xbox 360 - you name it. GPU is irrelevant for this implementation.
There website says it only works on nvidia gpus? PhysX | Supported GPUs | GeForce
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