This is a bit high for a flight sim – it is rather suited for racing simulators with constantly changing forces. One effect is drastically increased compute demand when lots of stuff happen on-screen.
People nowadays perceive 60 fps as smooth; VR requires 120 fps. High-end VR headsets go to 144 fps. I doubt that future humans have improved temporal resolution, so we shouldn’t go higher than that.
And we should do it before introducing replays/multiplayer/AI because these, to some degree, rely on gameplay frequency.
I’ll lower the physics rate to 144 Hz and observe if something breaks. Candidates are:
- wheel simulation (wheel forces are a high-frequency especially with brakes)
- view smoothing (Quaternion interpolation is a big TODO in my code)
- ???