How to decide on Physics FPS?

Godot Version

4.2.2

Question

Hello! So, my friends and I are making a fighting game. It’s the first game for all of us, and it’s turning out really well. We have learned a ton since we first started, and it’s making me question a decision that was made fairly early.

The Physics FPS is currently set to 240. After doing some research about game development, I have found that apparently the industry standard is 60, and some times 30 is used. However, I can’t seem to figure out why that is. My friend says that 240 feels a lot smoother and better, but I personally cannot tell the difference. The only change seems to be that we need to count frames at 4x the value we would with 60.

I understand that the Physics FPS is different from the display rate, and that it’s just how many physics iterations there are every second. What I want to know, is if having this number be 240 will have any actual effect and impact on the game. The game is 2D and honestly fairly lean, and I don’t imagine it ever getting complex enough to where performance will ever be an issue. With that in mind, what should I know and keep in mind to decide what to use for the Physics FPS?

Potentially it’s polling inputs more often in _physics_process. Are you using physics objects like RigidBody2D or CharacterBody2D?

Maybe your friend has a >60 Hz monitor, even 144 would benefit from higher physics fps, though now with 4.3 you can enable 2d physics interpolation so the visual side of things will be smoothed out with lower physics ticks than framerate.

We are using RigidBody2Ds and CharacterBody2Ds yes. I believe he has a 240hz monitor, and I have a 144hz monitor.

Do you know if there are any potential issues with running a 240 physics engine when players are using 60hz monitors?

Higher CPU system requirements. Sounds like you don’t have that many physics objects though do you?

Nope. There are 4 players and a ball, as well as upwards of 10 different projectiles. Other that that there are just 4 static bodies for outer walls.

Over a dozen in constant motion might actually be pretty bad for 240hz, depending on the shape; keep an eye on your profiler.

Perfect, thanks!

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