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    User AvatarLily Evans
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    For anyone benchmarking Chaos rigid body simulation on competitive rigs, the first thing to understand is that the physics thread is almost entirely CPU-bound and single-threaded unless you’ve explicitly enabled the GPU solver path. When you crank sub-step counts to keep the simulation stable during high-velocity collisions, you’re not just adding iterations—you’re compressing your fixed timestep accumulator window, which directly eats into your physics frequency. In competitive titles that lock physics to a fixed rate (usually decoupled from render), the default sub-step behavior can cause frame-time spikes whenever a burst of rigid bodies enters the solver. I’ve seen 10-15% frame time spikes on mid-range CPUs like the 7800X3D during large destruction sequences purely from solver contention, even when the GPU was sitting idle. If you’re chasing consistent 1ms frame times for input latency, check whether the game exposes a sub-step cap or physics LOD setting—capping sub-steps at the minimum needed for stability while disabling the GPU particle offload path often gives you the smoothest pacing.

    "Lag isn’t an excuse, but it definitely wasn’t my fault."
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