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# 12,000 physics solves a second, per car
- URL: https://raw-rc.com/12-000-physics-solves-a-second-per-car/
- Published: 2026-09-20T06:41:29.000Z
- Updated: 2026-09-20T07:13:03.000Z
- Author: Richard Sim

iRacing runs 360\. Assetto Corsa Competizione, 400\. BeamNG (the benchmark for brute-force physics) 2,000\. We run 12,000.

But the rate isn't the flex. What we re-solve is. Rate on its own doesn't make a simulator good - a fast loop full of bad physics is just wrong more often. It does is remove an entire category of excuses though.

Every one of those steps solves the whole vehicle as one connected object: every suspension joint, every link, all four tires, and every point where the car is touching the ground, all at once and all agreeing with each other.

That's the part that matters. When a landing arrives, the tire squashing, the shock compressing, the arms swinging on their pivots and the chassis rotating are not four separate calculations that get stitched together afterwards and hope they agree. They're one problem with one answer, and it gets answered 12,000 times a second.

It's why a car in Raw R/C can land nose-first onto the face of the next jump, bottom out one corner, kick sideways and still be somewhere sensible half a second later. Not because someone wrote code for that situation, but because the situation resolves itself out of the same equations as everything else.