@Erich_L said:
@Calinou thank you so much for the tip. I have to ask tho, would that decrease physics accuracy noticeably if some of the collision shapes are too small? Like would I expect to see more physics creep? (I think that's when objects creep into eachother)
Increasing physics FPS will actually improve physics accuracy and reduce visible wobbliness when RigidBodies are stacked on top of each other. This is because physics iterations are performed more often, which means that each object moves a smaller distance between each step. This also reduces the risk of fast objects tunneling through thin surfaces.
@Erich_L said:
I felt really sad the other day watching this and seeing how many more objects unity could handle. At most I thought it'd be 15% more efficient, not 300%.
Godot 4.0 will improve physics performance significantly. It may not get to Unity's level exactly in that particular benchmark, but it should get closer. Still, remember that we don't design Godot to win benchmarks, but to solve real world use cases :)