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Goal of this PR
Make vehicles drive the same no matter the framerate. On high FPS cars accelerate harder and reach a higher top speed than on low FPS ones, this fixes it so everyone gets the same speed.
New take on #4059, which got reverted because of the skid sounds and tilting vehicles.
How is this PR achieving the goal
The wheel integrator ran once per frame using the frame time as its step, and the result changes with the step size. With this the integrator always runs with a fixed 1/60 step, and on the frames in between I reuse the last wheel acceleration while still running the post-process (slip, wheel flags, applying the force) every frame with the real timestep. #4059 skipped the whole function instead, so those frames had no gravity and stale wheel data.
Convar enabled by default:
game_enableFrameRateIndependentWheelPhysicsThis PR applies to the following area(s)
FiveM
Successfully tested on
Game builds: 3889
Platforms: Windows, Linux
Checklist