I wonder what would happen if you tried something like this in GTA V. With speedrunners having uncapped FPS, the effects I've seen range from missions instafailing to ladders becoming catapults
My favorite part was when you caused a chain reaction with the crossbow and just sat on the other side of wall and watched everyone get crushed by super bouncy file cabinets
Jackie Chan in his movies is world famous for using the environment around him to fight, like climbing up walls, using refrigerator doors to block punches & ladders as a weapon etc. So here, Freeman is `Jackie Channing`it with this high tick rate.
I like how ragdolls are fine. I saw the beginning like “Oh nothing happens, neat”, then the dropped pistol starts bouncing around and I’m like “oh no…”
The way it flies straight to him reminds me of the easter egg in half life 1 where if a human enemy gets gibbed there's a rare chance the skull, line of sight permitting, will fly straight towards you. I forget which video talks about it but it's a thing!
I love how everything becomes infinitely much more terrifying, ranging from mere shovels, all the way to violently bouncing and spinning knife blades that shatter all the wood in the room to a million violently bouncing and spinning splinters. And turrets are even more immortal than before, and will now aggressively bounce around the map.
So I think what's happening is that the high tick rate makes the physics velocity calculator thing occur too much. So when you lifted the tire with the crate each tick it adds a certain velocity to also move it up. But because the tick rate is so high it added that certain velocity *way* too much in like a second so it went flying.
I'm pretty sure physics simulation is scaled/proportioned to tickrate, but I can't tell if it A) doesn't, or B) the simulation (read: the faster approximations of physics aspects actually used) break down as the tick rate departs expected ranges.
Maybe. Usually when physics engines are accelerating something they multiply the acceleration/ velocity by the time the last frame took to complete in seconds so everything scales properly no matter what
@@disk0__ could be worse could be a case of some part of the physics simulation is scaled/proportioned to the tickrate (also part of the Frame rate) and some is not. Iknow there was a few games that ran fine in 30 and 60 FPS but if you set the FPS cap to 120 and ran it from that Physic would break in some cases because some physic calculation was done at 30/60 times a sec and some would end up been done 120 times a sec. and that would just break.
You’re partially correct. In the source engine, whenever a physics object touches any other object that it cannot pass through, it is pushed away. It is not stopped, no, it is pushed. So for example, if you take a box and drop it on the ground, the box doesn’t actually stop as soon as it hits the ground, instead it slightly clips into the ground and gets pushed back out, making it seem like it stopped. On low tick rates, this would make the object either sink, or bounce weirdly as the object isn’t being pushed away instantly most of the time. However, on high tick rates, the check for whether the object is clipping happens too much, causing it to, well… go absolutely ape shit. You can actually see this occurring even on default tick rate, depending on certain conditions. If you’ve ever seen a physics object in a source game slightly dip into the floor or another object, that’s the push failing to occur (this will generally be caused by a performance dip, or something else). The only objects that don’t follow this rule in the source engine are: entities and ragdolls (technically ragdolls are entities)
Like, I thought the most ridiculous thing I could see a vehicle unintentionally doing in video games was Shazza harnessing the energy of the Spin with her Fourbie in TY 2, but now I’ve seen *_true chaos._* Why yes, that is a JoJo reference. Sue me.
I imagine the physics engine's code was tuned to function with lower tick rates, and as such it's overcompensating _way_ too much with collision forces at higher ones.
It's what I've always expected. Half-life physics is controlled by demons which are bound to the objects by the tickrate command. By using 200 you essentially release them upon this world and undo the thousands of hours valves demon hunters have spent catching and binding them to the objects.
0:58 it's like one of those GMOD videos in which a prop is possessed and starts murdering everyone and the way he just looks at the player before getting bonked on the head by a Monitor is comedy.
given what seems to be going on with gravity, i can imagine some puzzles being way more exploitable and others becoming impossible, but with the speed cap it might mantain some degree of stability.
Seeing that car flail around reminds me, did you know you can control the cars with the console? After manually turning it on and releasing the handbrake with ent_fire the console, type in throttle 5000 and watch it enter the penal zone.
Yeah, it's a cool feature. Fun fact, actually; portal 2 has some base source entities that are related to HL2 entities, and one of them is a generic vehicle. The original player based controls are completely broken, but the IO based controls still kinda work. Ended up just barely restoring the jeep in Portal 2, was really neat.
Some of my earliest memories of gaming are messing with HL2's physics settings. Setting the gravity to -1 was my favorite. Everything just gently floating inexorably off into the void...
Broken trigger. It wants to go to a specific position and drop the APC. But the APC is gone. So it derps. You can do it legit at the lighthouse, if you destroy one of the troop carriers the drop ship derps and just starts doing loops trying to figure out where it’s supposed to go next.
@@FenekkuKitsune I was mostly just goofing, but that's a really cool piece of information too! Had a feeling it had something to do with breaking the script. Makes me just imagine the dropship turning around and going "Gordon, what the HELL!? Now we need to re-shoot this scene AND get a new deployment pod!"
All i found while playing with high (acceptable) tickrate of 100 that it can break some part of the scripted event and softlock the game, example the undue alarm chapter in ep1 where you on an elevator with alyx to goes down to the core, the stop at the stalker section doesnt work even you put energy balk in the reactor thingy, the stalker simply does not spawn and the elalevator stuck in place.
This is really interesting behavior from the game engine. The fact that ragdolls appear fine has thrown me for a loop... My first thought is that when you tell the physics engine to run far faster than normal the individual steps it has to calculate start to shrink drastically along with any associated numbers (velocities, prop positions, map geometry). These floating point values are all likely 32bit numbers and have a limit on there resolution. As they shrink that resolution dose too which throws off the accuracy of all of the physics calculations too the point that collisions that should be canceling velocity start to add it instead (that's where you get the super bouncy props from).
It’s actually to do with how the engine handles objects touching each other iirc. Basically the objects touching each other aren’t a hard “don’t go in this” thing. Instead, objects resist each other like magnets, but slightly clip into each other leading forces to push them out making it seem like they’re stopped. But the high tick rate causes them to push too much, leading to, well… chaos. Also, entities (including ragdolls) are exempt from that kind of physics simulation (it’s why you can’t pick up ragdolls or do a lot of other physics-based things with them)
It looks like the props are trying to apply bounce acceleration to themselves, but due to the high tick rate, they apply bounce acceleration multiple times because they’re in the proximity of a collider for multiple ticks.
too slow: ua-cam.com/video/cyYk9hUDdj8/v-deo.html
just watched
Oh my goodness crazy stuff
make a source engine mod that makes all the props way too bouncy like this and play hl2 with it
I wonder what would happen if you tried something like this in GTA V. With speedrunners having uncapped FPS, the effects I've seen range from missions instafailing to ladders becoming catapults
still better than overcharged
So it pretty much turns the game into a public Gmod server.
that was my thoughts exactly expecially with the ragdoll physics.
I mean, its the same game engine so there's no surprise here
I like how the physics are more lifelike in some parts and beyond broken in others.
False! This is actually a different game called half life 2
@@TwoDaysFromRetirement alr bro
My favorite part was when you caused a chain reaction with the crossbow and just sat on the other side of wall and watched everyone get crushed by super bouncy file cabinets
it was the monitor
oppenheimer reference
aperture science new invention: repulsive filing cabinet!
Jackie Chan in his movies is world famous for using the environment around him to fight, like climbing up walls, using refrigerator doors to block punches & ladders as a weapon etc. So here, Freeman is `Jackie Channing`it with this high tick rate.
@@robwebnoid5763 currently "Jackie Channing" it to you
I like how ragdolls are fine. I saw the beginning like “Oh nothing happens, neat”, then the dropped pistol starts bouncing around and I’m like “oh no…”
no u mean " OHH fuck yeah , lets fucking go !"
@@KeksimusMaximus of course they aren’t, you just don’t see it until later into the video; keeping the false sense of security.
So?
3:40 would like to beg to differ
The first guy that died cause of metrocops is animated, he's corpse is kinda like in idle animation, so he's NOT a ragdoll
The way the second pistol flies straight to Gordon is wonderful!
it's hard being the one free man
He's The One (Free Man).
The Force is strong with the Freeman!
@@erikpng Gordon "The One Free Man" Freeman (Canon)
The way it flies straight to him reminds me of the easter egg in half life 1 where if a human enemy gets gibbed there's a rare chance the skull, line of sight permitting, will fly straight towards you. I forget which video talks about it but it's a thing!
half life 2 but glados spilled repulsion gel everywhere
how did she spill it
@@AbsnormalCoolestCombine found her super-secret supply
@@Hugh_Mannn no!!!! they got here blue stuff!!
@@alicorn3924jeese I need the blue
@@phoomham9217 mr what i eated it all
I love how everything becomes infinitely much more terrifying, ranging from mere shovels, all the way to violently bouncing and spinning knife blades that shatter all the wood in the room to a million violently bouncing and spinning splinters. And turrets are even more immortal than before, and will now aggressively bounce around the map.
car
car
car
car
car
The usp bouncing around then to the player is golden
Intel CPU doesn’t do that
@@soda415.5 no Intel cpu go boom when hl2 is at 400 tickrate
@@captain1334 I didn’t asked that your Celeron can’t run hl2 nicely
Bro there is no USP in Half-Life 2 xD
@@soda415.5 I don’t use a celeron I use a amd Ryzen 9 7950x so go and throw your Pentium D(isaster) in the trash
Never knew Gordon learned how to use telekinesis in MIT
He's indeed a Highly Trained Profesional!
How'd you think picking up cans worked?
@@korvo9936 he doesn't need to hear all that!
He's got a degree in theoretical physics! Like the physics that are theoretically going on here.
He has a theoretical degree in physics
0:50 "I never thought I'd see a Resonance Cascade, let alone create one."
So I think what's happening is that the high tick rate makes the physics velocity calculator thing occur too much. So when you lifted the tire with the crate each tick it adds a certain velocity to also move it up. But because the tick rate is so high it added that certain velocity *way* too much in like a second so it went flying.
I'm pretty sure physics simulation is scaled/proportioned to tickrate, but I can't tell if it A) doesn't, or B) the simulation (read: the faster approximations of physics aspects actually used) break down as the tick rate departs expected ranges.
Maybe. Usually when physics engines are accelerating something they multiply the acceleration/ velocity by the time the last frame took to complete in seconds so everything scales properly no matter what
@@disk0__ could be worse could be a case of some part of the physics simulation is scaled/proportioned to the tickrate (also part of the Frame rate) and some is not.
Iknow there was a few games that ran fine in 30 and 60 FPS but if you set the FPS cap to 120 and ran it from that Physic would break in some cases because some physic calculation was done at 30/60 times a sec and some would end up been done 120 times a sec. and that would just break.
You’re partially correct. In the source engine, whenever a physics object touches any other object that it cannot pass through, it is pushed away. It is not stopped, no, it is pushed. So for example, if you take a box and drop it on the ground, the box doesn’t actually stop as soon as it hits the ground, instead it slightly clips into the ground and gets pushed back out, making it seem like it stopped. On low tick rates, this would make the object either sink, or bounce weirdly as the object isn’t being pushed away instantly most of the time. However, on high tick rates, the check for whether the object is clipping happens too much, causing it to, well… go absolutely ape shit.
You can actually see this occurring even on default tick rate, depending on certain conditions. If you’ve ever seen a physics object in a source game slightly dip into the floor or another object, that’s the push failing to occur (this will generally be caused by a performance dip, or something else). The only objects that don’t follow this rule in the source engine are: entities and ragdolls (technically ragdolls are entities)
@@disk0__ Numerical simulations are not stable under all step sizes\tick rates. Pretty general statement but I'm sure that's to blame here
"You can't stop me!"
"Oh, I know. But he can"
_400 tickrate pistol from hell_
Wow, I can't believe we discovered real physics in 2003 and valve forgot to enable them in launch options
seniukai visai gerai suki klipukus, užskaitau, kažkada iš manęs parūkysim
@@Genjinas ka lol as dont lietuvis
@@PekaCheeki nevirink vogtų katalizatorių, žinau kad su Vladislovu į tą pačią mokyklą ėjai
@@Genjinas vladislovu?!! tokio nepazystu bet gal ir ejau i ta pacia
I legit thought my speakers weren't working for the first 11 seconds of this video.
10 seconds
10 and a half seconds
3:05 - I'm genuinely surprised this didn't end with splat+flatline
0:16
A liberated
gun eventually finds
its new caretaker
Did you just write a haiku about half life 2 physics? Damn
Cars spinning in tight barrel rolls made me laugh so dang hard
Like, I thought the most ridiculous thing I could see a vehicle unintentionally doing in video games was Shazza harnessing the energy of the Spin with her Fourbie in TY 2, but now I’ve seen *_true chaos._*
Why yes, that is a JoJo reference. Sue me.
0:38 gordon had the gravity gloves
Jumped at him like Mario jumping at a Goomba
yoink
SUPER
HOT
gordon the gravi gloves
*comically flies into hands*
When you allow the entropy of the Source Engine to become a weapon by itself
6:31 i love how one of the antlions came up to you and said "what the fuck did you just do?"
Low tick rate: vehicle bounces
High tick rate: EVERYTHING BOUNCES
2:01 "container please do something funny" "container wake up" "container?" :(
Basicaly what we see is Gordon's true inner state of mind after going through several traumatic evenrs and becoming a mute psychopath.
you forgot the possible narcotics abuse.
nice pfp
@@NoahGooder *"MORPHINE ADMINISTERED"*
@@pepsimanv7883 exactly lol
@@greedo69 Thanks.
"sorry doc"
_fucking kills him_
3:57
0:21 gordon use the force to catch the pistol
"We don't go to Ravenholm." The physics is screwed.
4:09 insert free bird guitar solo here
Okay
0:57
the way it just hits him in the head and he disappears is hysterical
Everything about this clip is hysterical
"WE DON'T GO TO RAVENHOLM"
[Crashing sounds, and then explosion]
This is the gordon freeman lsd trip of all time
this is scarier than any source horror mod I’ve ever seen
6:50 local scientist gets beat to death by a shovel
That's something that sounds like it's straight out of portal 2.
Same universe@@N_the_man
I imagine the physics engine's code was tuned to function with lower tick rates, and as such it's overcompensating _way_ too much with collision forces at higher ones.
Interesting how does Volt handles that
Physics object: hey, how much momentum do i have?
Tick rate: YES
It's what I've always expected. Half-life physics is controlled by demons which are bound to the objects by the tickrate command. By using 200 you essentially release them upon this world and undo the thousands of hours valves demon hunters have spent catching and binding them to the objects.
5:53 car roll
Car happy
6:24 imagine Portal turret flying like that LMAO.
the combine turret and the aperture turret are reskins of each other so playing portal on a high tick rate would let the same thing happen
0:36 sick pistol kickflip into gordon
0:58 it's like one of those GMOD videos in which a prop is possessed and starts murdering everyone and the way he just looks at the player before getting bonked on the head by a Monitor is comedy.
Half Life 2 but everything is covered in Aperture Science Repulsion Gel™️
I feel like this is a lore friendly glitch
I love how those pistols both just boomeranged back to him
I love how because of the tickrate the props and weapons have the ability to *kill combines.*
For all the engine similarities, I wonder what happens to Portal. If nothing else, we will have very smooth airboats.
You'd have to try so hard to catch your companion cube
@@LavenderJJ_ or beat the game without it, which is possible
Initial experience: I was repeatedly knocked to death by the clipboard and radio flying around the chamber. 10/10
@@D0Samp Are we sure it's not just a parallel universe where Cave was even more unhinged?
given what seems to be going on with gravity, i can imagine some puzzles being way more exploitable and others becoming impossible, but with the speed cap it might mantain some degree of stability.
Seeing that car flail around reminds me, did you know you can control the cars with the console?
After manually turning it on and releasing the handbrake with ent_fire the console, type in throttle 5000 and watch it enter the penal zone.
Oh shit? How do you do vehicle stuff like that, is there documentation?
Oh fr?
Yeah, it's a cool feature. Fun fact, actually; portal 2 has some base source entities that are related to HL2 entities, and one of them is a generic vehicle. The original player based controls are completely broken, but the IO based controls still kinda work. Ended up just barely restoring the jeep in Portal 2, was really neat.
I bet that will crash the game
@@Pacca64 you can spawn airboats in portal 2 without sv_cheats on.
The turret going ham absolutely broke me. LOL
0:56 that shotgun combine must have been using HAAAX
Some of my earliest memories of gaming are messing with HL2's physics settings. Setting the gravity to -1 was my favorite. Everything just gently floating inexorably off into the void...
This is a small detail but I really like how you made the text appear with the same animation as in game 3:52 also same font ❤
Man, gordon is a pro at catching those flying pistols!
10/10 the way it's meant to be played
tickrate 1000
6:08 Can't believe Valve stole the grenade mechanics from Doom 3 smdh my damn head
4:57 anyone else hear the brain aneurysm meme?
0:30 man, this breakcore fire 🔥🔥🔥
6:27 There is something so weirdly epic in the way that turret spined
the exaggerated swagger of a combine turret
Agreed
*spun btw
Bouncy!!! 😃
3:40 - Ground Control to Major Zomb.
0:52 That combine stares at you like in some horror game, then just gets yeeted away by some box.
*barnacle:* I swear this never happens to me. *spits you out, dejected*
7:07 Holy shit!! 400 tick activates channel memberships?!
I love this, you could just layer DeSinc's voice over the top and the Chaos would be seemless.
I didn't know i needed this until I saw this comment
no one is talking about the fact that the jeep LITERALLY started doing cartwheels
tbh with everything else in the video it was just a minor note.
0:26 - breakcore producers be like
Dude come on, I have the same idea
@@OmegatorTheCelestial 😄😄😄
It's like pinball mode in Carmageddon 2.
That turret bouncing at the end had me rolling
love the kessler syndrome of props going nuts at 0:50
4:11 damn that buggys got some moves
I like how the first thing you hear in Ravenholm is a distant explosion.
A bunch of shit breaking, THEN an explosion to cap it off.
2:47 I love how the dropship just.... stops dead in the air.
Like "Well NOW what?"
Broken trigger. It wants to go to a specific position and drop the APC. But the APC is gone. So it derps. You can do it legit at the lighthouse, if you destroy one of the troop carriers the drop ship derps and just starts doing loops trying to figure out where it’s supposed to go next.
@@FenekkuKitsune I was mostly just goofing, but that's a really cool piece of information too! Had a feeling it had something to do with breaking the script.
Makes me just imagine the dropship turning around and going "Gordon, what the HELL!? Now we need to re-shoot this scene AND get a new deployment pod!"
Ah, so this is where the idea for repulsion gel came from.
3:54 That actually looks like the game is telling you that :D
2:57 when the teacher leaves class for 2 nanoseconds
Lol
"We don't go to the classroom"
Vortigon was confused by instructions, installed Gau8 avenger cannon on boat.
takes the concept that any object can be a weapon if accelerated fast enough even further than the game already allowed
3:18 got my heartrate up
6:20 The crazy flying turret on crack was perfect. Made something dangerous far worse. 😆
hmmm, i want to use this in VR
from personal expirence airboat vr is PAIN.
ok the turrets flying around causing nonstop absolute mayhem was too much lol
I feel like having the tick rate at 400 turns HL2 into Portal or Garry's Mod which is super hilarious
ragdolls and dropping held objects: completely fine
literally any other physics interaction:
*GETMEOUTINEEDTOGETOUTOFHERELETMEOUTLETMEOUTLETME*
That bouncy pistol catch was sick as hell.
Okay, you can kill enemies and use thier weapons as boomerang.
This, children, is why we multiply everything by "DeltaTime".
Most calculations do seem to be deltaTimed - just certain contact modifications and velocity applications not
Imagine getting nearly killed _by_ a shovel.
I wonder how amusing this is in the episodes.
expecially with all the loose props and explosions and such.
All i found while playing with high (acceptable) tickrate of 100 that it can break some part of the scripted event and softlock the game, example the undue alarm chapter in ep1 where you on an elevator with alyx to goes down to the core, the stop at the stalker section doesnt work even you put energy balk in the reactor thingy, the stalker simply does not spawn and the elalevator stuck in place.
Half-Life 2 but every physics enabled object becomes SCP-018
This is really interesting behavior from the game engine. The fact that ragdolls appear fine has thrown me for a loop...
My first thought is that when you tell the physics engine to run far faster than normal the individual steps it has to calculate start to shrink drastically along with any associated numbers (velocities, prop positions, map geometry). These floating point values are all likely 32bit numbers and have a limit on there resolution. As they shrink that resolution dose too which throws off the accuracy of all of the physics calculations too the point that collisions that should be canceling velocity start to add it instead (that's where you get the super bouncy props from).
It’s actually to do with how the engine handles objects touching each other iirc. Basically the objects touching each other aren’t a hard “don’t go in this” thing. Instead, objects resist each other like magnets, but slightly clip into each other leading forces to push them out making it seem like they’re stopped. But the high tick rate causes them to push too much, leading to, well… chaos. Also, entities (including ragdolls) are exempt from that kind of physics simulation (it’s why you can’t pick up ragdolls or do a lot of other physics-based things with them)
0:37 Well that was nice of that Civil Protection officer.
It looks like the props are trying to apply bounce acceleration to themselves, but due to the high tick rate, they apply bounce acceleration multiple times because they’re in the proximity of a collider for multiple ticks.
you know your game is fucked when the turrets decide that they will melee attack instead
The turrets look like they're panicking from all the bouncing around lol.
@@doggobind Well if my life is nothing and serves no purpose, I have nothing to lose! The pfp stays!
@@doggobind whats the context of all this statements ? sorry i seem to be missing something...
I mean wouldnt you be panicing?
Omfg the ravenholm blade is perfect
4:16 the buggy is very buggy
beat me to it
the guns flying around and eventually being caught is so badass
I'm pretty sure the tick rate turned the airboat gun at 2:42 into the A-10 Warthog's Gatling cannon
@4:00 "Sorry Doc" as the buggy gets obliterated
Imagine your just doing your morning routine, eating your breakfast and this shit happens "woops dropped my spo- OH JESUS FUCKING CRI-"
2:58 If I was in Ravenholm for the first time as a kid and heard this sounds in the distance I would turn back and run away
6:13 that looks like more than just a minor fracture :))
Who is the ruler never gonna look!
*Remember when they told you that guns are dangerous, so... **0:55*
Absolute golden relaxation video, I love the half life games and source engine feel. 100/10!