Physics engine behaviour while turning on and off console log panel

Learning thrue the Playground, when checking on Physics Engine, found a strange situation. Just for curiosity, checked the console log (F12 Edge right panel), and some times, not always, the shapes that are in contact with others (not the ground) tend to snap its movement (as hit by other element), even when they are supossed to be in steady state. Is this behaviour avoidable? To reproduce the effect, check this playground example: Physics V2 stress test | Babylon.js Playground and press F12 several times to check the console panel. Anyway, I recorded the screen for you to see the effect. Something to do with the window resize interfering with the positions or collisions of objects in the physics engine?

Edit: Also, when console panel is enabled, the Physics engine pause and continues a bit later. Watch the 2nd video of basic physics engine playground.

Edit: Don’t mind. Found the answer using copilot.

Edit 2: Checking Threejs, they do not have this issue.

Any hint for the rest of the community ?

This was the Copilot answer. However, Threejs does not have this issue.

Turning the browser’s console panel on or off can absolutely change how a physics engine behaves — not because the physics engine itself changes, but because DevTools alters the timing characteristics of your entire JavaScript runtime. The effect can be dramatic, especially in real‑time simulations.

Below is a clear, structured explanation of why this happens and how to confirm it.


:high_voltage: Short Answer

Opening DevTools — especially the Console — slows down JavaScript execution because console.log() becomes much more expensive when the panel is visible. If your physics engine depends on real‑time timing (e.g., deltaTime, requestAnimationFrame cadence, or fixed‑step loops), this slowdown changes the simulation’s behavior.

When the console is closed, logging is buffered or ignored → simulation runs faster.
When the console is open, logging becomes synchronous and heavy → simulation slows → physics appears different.

This is supported by evidence showing that console.log() is synchronous and can drastically reduce performance when active. DEV Community


:brain: Why DevTools Changes Physics Behavior

1. console.log becomes synchronous and slow when the panel is open

  • Browsers must render each log entry.

  • This forces the main thread to pause.

  • Physics engines relying on real‑time deltas now receive larger or inconsistent time steps.

Source evidence: console.log is synchronous and can block execution, causing major slowdowns. DEV Community

2. requestAnimationFrame timing changes

When DevTools is open:

  • The browser deprioritizes rendering.

  • rAF may fire at irregular intervals.

  • Physics engines using variable time steps will behave differently.

3. Debug visualizations slow physics engines

If your engine (e.g., PhysX, Cannon, Ammo, Matter.js) draws debug shapes:

  • DevTools reduces rendering throughput.

  • Debug drawing is known to be slow and should be disabled in performance tests.
    (PhysX documentation explicitly warns that debug visualization significantly impacts performance.) nvidia-omniverse.github.io

4. Profiling hooks activate

Opening DevTools can:

  • Enable extra instrumentation.

  • Change JIT optimization behavior.

  • Reduce available CPU time for simulation.

5. Console spam overwhelms the UI thread

If your physics loop logs every frame or collision:

  • With console closed → logs are cheap.

  • With console open → logs must be rendered → catastrophic slowdown.

This can easily cause 20–40% performance loss or more. DEV Community


:magnifying_glass_tilted_left: How to Confirm This Is the Cause

Test 1 — Disable all logging

Comment out all console.log() calls and compare behavior:

// console.log("velocity", body.velocity);

If physics becomes stable → logging was the culprit.

Test 2 — Use a fixed timestep

Engines like Box2D, Cannon, and custom engines should use:

while (accumulator >= fixedStep) {
    world.step(fixedStep);
    accumulator -= fixedStep;
}

If behavior becomes consistent regardless of DevTools → timing jitter was the issue.

Test 3 — Measure deltaTime jitter

Log:

console.log(performance.now() - lastFrame);

You’ll see large spikes when DevTools is open.


:hammer_and_wrench: How to Fix or Mitigate

1. Remove or gate console.log

if (DEBUG) console.log(...);

Or strip logs in production builds.

2. Use a fixed timestep

This prevents variable frame rate from affecting physics.

3. Disable debug drawing

Especially if using PhysX, Ammo, or Cannon. Debug visualization is known to be slow. nvidia-omniverse.github.io

4. Use a lightweight logger

Instead of console:

const debug = (...args) => { /* store in array, show later */ };

5. Profile with DevTools closed

Physics engines should always be benchmarked in release mode without debug tools open.
PhysX documentation explicitly recommends using release builds for accurate performance testing. nvidia-omniverse.github.io


:red_question_mark: One question that will help me give you a more precise answer

What physics engine or environment are you using?

Examples:

  • Cannon.js

  • Matter.js

  • Ammo.js / Bullet

  • PhysX (via WebAssembly)

  • A custom integrator

Each engine has its own quirks, and I can give you engine‑specific guidance once I know which one you’re working with.