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I tested it while being on live this morning, and I have to say it's quite shocking on Monza. That's really an insane discovery
- 3 years ago
If this is true I am only assume from a developer perspective that the sampling rate for physics is done at the frame level. So a frame has to be rendered for it to impact physics. The physics sampling should not be dependent on frame rendering in that way, it should be able to function independently in its own thread, and that thread has to be synchronised with the visuals via a time key so the two are always aligned. So a single frame on screen can still equate to multiple samples in the physics engine. This must be a bug as that would be a massive issue if it was designed this way. I’m more inclined to think it’s a bug with VRR, in that the physics is not able to handle the varying refresh rate (which would make more sense as it’s a newer technology to deal with). Either way this is a major bug.
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