From one car to a fleet: asynchronous physics in UE5 that scales with multithreading
Federico Grenoville

Federico Grenoville @fgrenoville

About: Lifelong tech enthusiast and programmer sharing interactive projects and experiments made with Unreal Engine and Unity.

Location:
Milan, Italy
Joined:
Jun 9, 2025

From one car to a fleet: asynchronous physics in UE5 that scales with multithreading

Publish Date: Nov 6 '25
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A while back I wrote about getting stable suspension physics in UE5 by running Chaos on the async physics thread. That post focused on one car and the usual "why your spring-damper explodes when the frame rate dips."

But I wanted something I could reuse across projects — a more robust pattern that lets me manage many vehicles per scene efficiently. So I took the prototype further and turned it into a plugin.

The idea is simple: keep the physics step cleanly decoupled from the Game Thread, and make it scale as vehicle count grows using Chaos::PhysicsParallelFor.

👉 Read the full article on Medium

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