# Physics Scale Factor (Havok)

**URL:** <https://forum.babylonjs.com/t/physics-scale-factor-havok/49074>\
**Category:** Feature requests\
**Tags:** physics, havok\
**Created:** [March 26, 2024, 6:04pm UTC](https://forum.babylonjs.com/t/physics-scale-factor-havok/49074 "2024-03-26T18:04:42Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![nyan-left](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/nyan-left/32/14046_2.png) [@nyan-left](https://forum.babylonjs.com/u/nyan-left)\
**Post date:** [March 27, 2024, 10:52am UTC](https://forum.babylonjs.com/t/physics-scale-factor-havok/49074/4 "2024-03-27T10:52:31Z")

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@Cedric

An API for tweaking speed clamps already exists:

> [@How to enable faster moving rigidbodies in HAVOK?](https://forum.babylonjs.com/t/how-to-enable-faster-moving-rigidbodies-in-havok/40631/12):
>
> Looks like as of 1.3.2 There’s a type for havok.HP\_World\_SetSpeedLimit, but this seems to be undefined. @eoin Please may you check if it’s correctly exported? In addition, would it be possible to introduce a getter for the current speed limit? Thank you! slight_smile

The key benefit of a simulation scale factor is **reducing** floating point errors, which can really start to add up in tiny scenes. Let’s say you’ve got a 1cm x 1cm scene. Right now, that 1cm length is getting stored as 0.01 in Havok’s guts.

So while 1cm is exactly 0.01m in the real world, inside the simulation that 0.01 might end up as something like 0.0099999999 due to rounding errors. Those tiny discrepancies can snowball into visible glitches.

But if you could tell Havok, “hey, multiply everything by 100 internally and treat it as centimeters”, then that 1cm length would be represented as a nice clean “1.0” under the hood. Much less opportunity for precision loss to creep in and far more numerically stable.

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