Difference between revisions of "Simulation Speed"

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(Created page with "= Simulation Speed = Simulation speed is a value to measure the flow of time perceived by your client. A simulation speed of "1.0" equals to the simulation running in real tim...")
 
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= Simulation Speed =
 
 
Simulation speed is a value to measure the flow of time perceived by your client. A simulation speed of "1.0" equals to the simulation running in real time. If the simulation speed drops, the effect commonly described as "rubberbanding" can be perceived. Time slows down in the local simulation of the world and this leads to slow motion effects in varying dimensions. For example, at a simulation speed of 0.3 one could have the feeling to not being longer in space then playing a underwater simulation or swimming through jelly.
 
Simulation speed is a value to measure the flow of time perceived by your client. A simulation speed of "1.0" equals to the simulation running in real time. If the simulation speed drops, the effect commonly described as "rubberbanding" can be perceived. Time slows down in the local simulation of the world and this leads to slow motion effects in varying dimensions. For example, at a simulation speed of 0.3 one could have the feeling to not being longer in space then playing a underwater simulation or swimming through jelly.
  
 
Simulation speed is in the opposite to FPS a value that is directly linked to the computation power of the local client CPU.
 
Simulation speed is in the opposite to FPS a value that is directly linked to the computation power of the local client CPU.

Revision as of 22:09, 24 June 2015

Simulation speed is a value to measure the flow of time perceived by your client. A simulation speed of "1.0" equals to the simulation running in real time. If the simulation speed drops, the effect commonly described as "rubberbanding" can be perceived. Time slows down in the local simulation of the world and this leads to slow motion effects in varying dimensions. For example, at a simulation speed of 0.3 one could have the feeling to not being longer in space then playing a underwater simulation or swimming through jelly.

Simulation speed is in the opposite to FPS a value that is directly linked to the computation power of the local client CPU.