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FixedUpdate schedules that take too long enter a cascading failure mode #8543

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Description

@alice-i-cecile

Bevy version

0.10

What you did

Run a fixed time schedule that takes longer to complete than the allocated time.

What went wrong

As the schedule took longer than the FixedTime::period, the accumulated time increases.

The next time we need to run the fixed update schedule, we must run it more times in order to catch up.

This puts us even further behind, worsening the problem...

Activity

  1. added
    C-BugAn unexpected or incorrect behavior
    A-ECSEntities, components, systems, and events
    D-ComplexQuite challenging from either a design or technical perspective. Ask for help!
    A-TimeInvolves time keeping and reporting
    on May 4, 2023
  2. alice-i-cecile commented on May 4, 2023

    @alice-i-cecile
    MemberAuthor

    @maniwani, I'm observing this in practice with my game at high enough simulation loads.

    I think we should be putting some sort of limitation in place here, but I'm not sure what the right fix is.

  3. alice-i-cecile commented on May 4, 2023

    @alice-i-cecile
    MemberAuthor

    Initially, you can see one or two fixed updates (purple s) per frame (tall skinny rendering thread)

    https://cdn.discordapp.com/attachments/1103705291461230602/1103724366778347612/image.png

    Later, dozens of them per frame:

    https://cdn.discordapp.com/attachments/1103705291461230602/1103724645129130014/image.png

  4. removed
    D-ComplexQuite challenging from either a design or technical perspective. Ask for help!
    on May 4, 2023
  5. added a commit that references this issue on Oct 16, 2023
    3d79dc4
  6. added a commit that references this issue on Nov 6, 2023
    102bd52
  7. added a commit that references this issue on Jan 9, 2024
    7f8e148
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    A-ECSEntities, components, systems, and eventsA-TimeInvolves time keeping and reportingC-BugAn unexpected or incorrect behavior

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