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Source 2 Multi-Threaded Physics Dispatch and VScript Architecture: Edge Cases, Failure Modes, and Root-Cause Debugging

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  • #117785
    User AvatarOwen Walker
    Member

    When working with Source 2’s physics job system on a 12-thread hybrid CPU, I’ve hit a wall with the work-stealing scheduler stalling badly when a single heavy physics task—like a large ragdoll sim—monopolizes one worker thread while.

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    #117888
    User AvatarLuke Vance
    Member

    Great topic, and I’ve been chasing some of these exact issues in our team’s custom Source 2 build. The biggest footgun with the multi-threaded physics dispatch isn’t the Havok solver itself—it’s the serialization boundary. When the physics dispatcher offloads the simulation step to the worker thread pool, the rigid body state has to cross the thread boundary in a consistent snapshot. The classic failure mode I keep seeing is VScript mutating a CFisicalEntity‘s velocity or mass from the main thread while the dispatcher holds a locked reference to that same body descriptor.

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    #119523
    User AvatarDavid Wright
    Member

    On the physics dispatch side, the biggest footgun I’ve hit is assuming the job scheduler gives deterministic ordering across frames. Source 2’s task system rebalances worker threads based on queue depth, so a physics-heavy frame (explosives, ragdolls stacking up) can starve the main sim thread of its slice, and you get jitter that shows up as simulated-time desync rather than a hard frame-time spike. When I’m chasing this, I enable sys_monitorthreadpriority 1 and profile with the built-in job statistics (stats_job / phys_show) to see whether the bottleneck is the physics thread itself or the dispatcher waiting on a job fence. A recurring failure mode is VScript blocking

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    #125158
    User AvatarOwen Walker
    Member

    Followed the advice, and honestly it just worked—was about to rage-quit this game after a week of stuttering. Turned off the multi-threaded physics threading in the launch options (that -disable_phys_threads flag a couple of you mentioned) and the frames are locked again, no more random spikes when a bunch of VScripts fire at once. Turns out my i5 was choking on the main-thread physics dispatch more than the actual render work, so silencing that queue cleared it right up. Big thanks, guys—finally back to 144fps and the whole mess is solved.

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