Godot Version
v4.2.stable.official [46dc27791]
Question
The documentation regarding Max Physics Steps By Frame states the following
. . . the game will appear to slow down if the rendering FPS
is less than 1 / max_physics_steps_per_frame of physics_ticks_per_second.
This occurs even if delta is consistently used in physics calculations.
To avoid this, increase max_physics_steps_per_frame
if you have increased physics_ticks_per_second significantly
above its default value.
I don’t quite understand how the 2 variables relate to each other. I was planning on increasing physics_ticks_per_second
(for an internal experiment) dynamically and temporarily by code, but it seems as I have to take into account this other variable, max_physics_steps_by_frame
and I don’t quite understand how.
Like what is the formula to take into account, if i set, let’s say, physics_ticks_per_second
to 80 how much should I increase this other max_physics_steps_by_frame
variable and stuff like that.