Hi,
I wanted to share some feedback and appreciation for the Chaos Physics team.
Our studio has been developing a 100% physics-driven motorcycle game called MotoTrials. The motorcycle is constructed from static meshes in a Blueprint, connected through physics constraints. There is no animation driving the motion, everything is simulated live through Chaos.
We originally began on 4.27 using PhysX, but migrated to UE5 and Chaos as it matured. Early versions of Chaos (around 5.0) were still stabilizing, but the improvements leading into 5.4 and then 5.6 have been remarkable. After tuning and constraint refinement, the motorcycle now runs at a physics tick rate of 240 FPS, with static mesh solver iteration counts at 255, and the simulation has been rock solid across platforms (Epic Games Store, PS5, Xbox, and Steam).
One note from development:
At one stage we had Projection enabled on the physics constraints. It worked most of the time, but in rare cases (very specific landings) the bike could violently explode apart. After disabling Projection across the constraints, and relying solely on solver iteration stability, we have not encountered this issue again. The simulation remained just as smooth and responsive, so this configuration ended up being ideal for our setup.
We wanted to share that insight in case it’s useful for anyone working on complex multi-body high-speed physics systems.
Most importantly, thank you to the Chaos Physics engineering team.
The improvements over the last releases have been incredible, and the bike is performing rock solid on all platforms.
If anyone on the Chaos team would like to try the game and see the Chaos physics engine pushed to the limit, feel free to message me and I’ll send keys for your preferred platform. The game launched 10/10/2025
We have a lot of respect and appreciation for the Chaos Team, this game would not have been possible without you, thank you so much!
– John Daniels
Proud Arts LLC
