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Jaaau! said:
Alby_da_Wolf said:
Jaaau! said:
Alby_da_Wolf said:

If nothing there are two objective criteria to judge a physics model, whether it's correct and whether it's updated often enough for the speed the simulated car will reach. 800Hz for example should be enough to "feel" a road modeled with 25cm granularity at 360km/h (=100m/s) as (100m/s)/0.25m=400Hz and we must multiply by 2 for the sampling theorems.

Add a potato to the mix.

That's around 12cm, so it would need 1600Hz!!!

 

But it's not moving!!

Seriously now, I thought you were kidding.  If you are not, then I don't understand quite a lot of things on your post.  For starters how m/s /m results in Hz?  Oh wait I got taht!!

Good! Anyway, FM3's 360Hz, unless they model wheels at even higher frequencies, means that driving the player could feel road differences modeled at up to 0.5m detail up to 90m/s speed, that's 324km/h, quite good. Actually it can be safely assumed that small irregularities like surface's texture are filtered enough by tyres and suspensions and that except rallies and off-road competitions tracks have quite a continuous path without abrupt irregularities, so 0.5m should be enough.

Edit: recent "hardcore" PC racers model physics at even higher frequencies, anyway.



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