aether.physics2 object falling too slow

I’m using aether.physics2d to apply physics into my game. When object fall from top, I noticed, falling is too slow. Here my code.

public class Level5 : State
        private Texture2D _playerTexture;
        private Texture2D _groundTexture;
        // physics
        private World _world;
        private Body _playerBody;
        private Body _groundBody;

        public Level5(Game1 game, GraphicsDevice graphicsDevice, ContentManager content) : base(game, graphicsDevice, content)
            _world = new World(new Vector2(0, 9.81f));

            _playerTexture = content.Load<Texture2D>("Sprites/nut");
            _groundTexture = content.Load<Texture2D>("Sprites/tile");
            _playerBody = _world.CreateRectangle(50, 50, 1f);
            _playerBody.BodyType = BodyType.Dynamic;
            _playerBody.Position = new Vector2(300, 300);
            var pfixture = _playerBody.CreateCircle(1.5f/2f, 1f);

            // Give it some bounce and friction
            pfixture.Restitution = 123f;
            pfixture.Friction = 50f;

            _groundBody = _world.CreateRectangle(1920, 1, 1f);
            _groundBody.BodyType = BodyType.Static;
            _groundBody.Position = new Vector2(0, 800);

        public override void Draw(GameTime gametime, SpriteBatch spriteBatch)
                                null, null, null, null,

            spriteBatch.Draw(_groundTexture, _groundBody.Position, Color.White);

            spriteBatch.Draw(_playerTexture, _playerBody.Position, Color.White );


        public override void PostUpdate(GameTime gametime)
            throw new NotImplementedException();

        public override void Update(GameTime gameTime)




Anyone know how to solve this? Any ideas?

It’s a mater of fine tuning your units & drawing scale.

I see that you are already using some form of resolution independent drawing,
therefore it shouldn’t be a problem to adjust that to the physics objects.