Closed forbjok closed 3 years ago
Seems to me like the camera itself isn't respecting the pixel snap setting.
The issue happens regardless of whether Pixel Snap is enabled or not. If the issue was caused by the camera, shouldn't everything be jittering? As far as I can tell, it's only the sprites that jitter. The background tilemap and text label does not.
The issue happens regardless of whether Pixel Snap is enabled or not. If the issue was caused by the camera, shouldn't everything be jittering? As far as I can tell, it's only the sprites that jitter. The background tilemap and text label does not.
The tilemap is one cohesive unit so it does jitter, but individual tiles within might not. I tried this right now with multiple tilemap layers, background and foreground, and that way you can really see them jitter too.
Since pixel snap doesn't seem to affect the camera, it's position.x can be something like 10.375940 and relative to this position one object that's pixel snapped might get it's position rounded up to the nearest pixel, while another one's gets rounded down.
At least that's my interpretation of what's happening.
The tilemap is one cohesive unit so it does jitter, but individual tiles within might not.
I tried looking at the edge of the screen during scrolling, and I was not able to spot any jittering on the background itself relative to the edge. Shouldn't it be possible to see it jitter if comparing it to the edge?
In my example project the background and foreground actually are two separate tilemaps (although they use the same tileset), and I've never been able to spot any jittering between them.
Maybe pixel snap works differently than I thought, but I would have thought that if this was caused by pixel snapping, it would stop happening when Pixel Snap was turned off?
it's position.x can be something like 10.375940 and relative to this position one object that's pixel snapped might get it's position rounded up to the nearest pixel, while another one's gets rounded down.
My first thought was also that it was caused by some sort of weird inconsistent rounding of pixel coordinates. Basically, some sort of rounding being applied somewhere that's either RNG or just inconsistent in that sometimes higher values get rounded down instead of up. I couldn't find anything obvious when poking around in the source code though.
Not saying pixel snap is the cause, rather it doesn't really do anything.
I messed with the 2D isometric demo a bit, you can really see the jitter between walls and pillars and the floor tiles in this.
Ah, yes. There's definitely some jittering going on there. I wonder why I'm only seeing it with the sprites in my game.
I've not done any 2D stuff with Godot but it looks like the problem is something like this : your character sprite position is not snapped relative to your background.
i.e. if snapping is every 1.0 in units, and your background is at position 4.0, and your sprite is at 6.7:
(assuming we are using a floor function to snap, but same will happen with round) background = 4.0 - 2.0 = 2.0 = 2 sprite = 6.7 - 2.0 = 4.7 = 4
background = 4.0 - 1.6 = 2.4 = 2 sprite = 6.7 - 1.6 = 5.1 = 5
Thus as the camera moves you are getting relative movement between the two by 1 pixel. The solution is to snap the background and the sprite positions relative to each other.
Thus as the camera moves you are getting relative movement between the two by 1 pixel. The solution is to snap the background and the sprite positions relative to each other.
Pixel snap should be handling this, shouldn't it? And it does, if you have an integer camera position, but since the camera is not snapped you get unpredictable results.
If for example you put this in the camera's _process function: position = player.position.round() force_update_scroll() Everything works and there's no jitter with this, but you cannot use the camera node's smoothing function.
I tried manually .floor()-ing the positions of the camera and sprite in various gdscript handlers yesterday, and so far I haven't found anything that actually fixes the jitter. Maybe I could try implementing a custom camera that just sets the underlying render position directly (pretty sure I saw some way to do that somewhere, but I forget what it's called) and .floor()s it. Will definitely try that later.
If that fixes it, this kinda seems like something that should just be done automatically by default. I can't think of any reason you'd ever actually want objects arbitrarily jittering relative to each other during scrolling.
I tried manually .floor()-ing the positions of the camera and sprite in various gdscript handlers yesterday, and so far I haven't found anything that actually fixes the jitter.
Did you try without camera smoothing enabled? Otherwise the smoothing happens after your script and turns the camera position into a float again.
my scene tree is ordered like this:
player
sprite
collision shape etc.
camera
This way the camera gets the player position after the player moved.
onready var player = get_node("../Player")
func _process(delta):
position = player.position.round()
force_update_scroll()
This should work.
Ok I downloaded your demo project and got it working:
1) In your player scene, create a new Node2D and call it Player 2) Make this new Node2D the scene root (so that the kinematic thing is a child of it) 3) Move the Sprite to be a child of this root node. 4) Change the
onready var sprite: = get_node("Sprite")
to
onready var sprite: = get_node("../Sprite")
5) In _physics_process at the end add:
sprite.position = Vector2(floor(position.x), floor(position.y))
Obviously you'll want to tweak it a bit but the general idea is this .. to separate the physics representation (kinematic) from the visual representation. The physics rep can have float coordinates, but the visual representation should be floored or rounded to whole numbers.
With this working, there will always be an integer relative relationship between the background and the sprites, and you won't get this jitter.
Did you try without camera smoothing enabled?
I don't remember if I tried rounding the camera position with smoothing turned off, but the jitter is present without smoothing. It's just more noticeable when smoothing is enabled.
This should work.
I'll try that when I have the opportunity, although I'll probably still have to either implement a custom camera or just implement custom smoothing on the existing one.
Ok I downloaded your demo project and got it working:
- In your player scene, create a new Node2D and call it Player
- Make this new Node2D the scene root (so that the kinematic thing is a child of it)
- Move the Sprite to be a child of this root node.
- Change the
onready var sprite: = get_node("Sprite")
to
onready var sprite: = get_node("../Sprite")
- In _physics_process at the end add:
sprite.position = Vector2(floor(position.x), floor(position.y))
Obviously you'll want to tweak it a bit but the general idea is this .. to separate the physics representation (kinematic) from the visual representation. The physics rep can have float coordinates, but the visual representation should be floored or rounded to whole numbers.
With this working, there will always be an integer relative relationship between the background and the sprites, and you won't get this jitter.
I'll try this as well when I have the opportunity, but wouldn't rounding the position set to the viewport's canvas_transform (I believe this is what Camera2D sets internally?) also fix the issue?
I'll try this as well when I have the opportunity, but wouldn't rounding the position set to the viewport's canvas_transform (I believe this is what Camera2D sets internally?) also fix the issue?
I'm not sure exactly what you mean, but it may be possible to achieve the same math effect via a slightly different mechanism (again, I am not familiar with 2D). But once you have a moving camera, snapping positions to pixels on the screen no longer works because you will get this jiggling, you need to snap relative to the SCENE.
I don't use Camera smoothing with pixelart for that reason. Which is a shame, because if it wasn't for this issue, there would be no reason not to use smoothing.
I tried manually .floor()-ing the positions of the camera and sprite in various gdscript handlers yesterday, and so far I haven't found anything that actually fixes the jitter.
Did you try without camera smoothing enabled? Otherwise the smoothing happens after your script and turns the camera position into a float again.
my scene tree is ordered like this:
player sprite collision shape etc. camera
This way the camera gets the player position after the player moved.
onready var player = get_node("../Player") func _process(delta): position = player.position.round() force_update_scroll()
This should work.
I can confirm that this fixes the jitter, although it makes the built-in smoothing unusable, so I'll have to reimplement that manually.
Ok I downloaded your demo project and got it working:
- In your player scene, create a new Node2D and call it Player
- Make this new Node2D the scene root (so that the kinematic thing is a child of it)
- Move the Sprite to be a child of this root node.
- Change the
onready var sprite: = get_node("Sprite")
to
onready var sprite: = get_node("../Sprite")
- In _physics_process at the end add:
sprite.position = Vector2(floor(position.x), floor(position.y))
Obviously you'll want to tweak it a bit but the general idea is this .. to separate the physics representation (kinematic) from the visual representation. The physics rep can have float coordinates, but the visual representation should be floored or rounded to whole numbers.
With this working, there will always be an integer relative relationship between the background and the sprites, and you won't get this jitter.
This does fix the jitter for the player, but would have to be implemented separately for every sprite, making it rather impractical.
Ultimately, this is the solution (or workaround) I arrived at:
extends Camera2D
# Smoothing duration in seconds
const SMOOTHING_DURATION: = 0.2
# The node to follow
var target: Node2D = null
# Current position of the camera
var current_position: Vector2
# Position the camera is moving towards
var destination_position: Vector2
func _ready() -> void:
current_position = position
func _process(delta: float) -> void:
destination_position = target.position
current_position += Vector2(destination_position.x - current_position.x, destination_position.y - current_position.y) / SMOOTHING_DURATION * delta
position = current_position.round()
force_update_scroll()
It's a combination of Seel's suggestion with a custom reimplementation of camera smoothing based on one I created in a MonoGame-based engine years ago. This completely fixes the issue for all sprites without having to do anything specific in each sprite, while still having a nice smooth camera.
This still seems like something Camera2D should be doing internally by default though, as I can't imagine the current behavior ever being desirable.
It seems Camera2D currently doesn't have specific code to handle the Use Pixel Snap project setting. It makes sense to also snap the camera's coordinates when that setting is enabled.
Someone should try to modify scene/2d/camera_2d.cpp
to snap the camera's coordinates when pixel snap is enabled and check whether the issue is still here (when Use Pixel Snap is enabled).
Agree, the simple camera snapping may be good enough in this case :+1:. The snapping per sprite works with the more general case, because it allows things like variable size pixel blocks (e.g. 1 sprite pixel is 4x4 on screen), and zooming, non-snapped camera etc. But it may be overkill in this situation, and could of course be custom implemented in a game that needed this.
I made a pull request that rounds the Camera2D origin to nearest pixel before setting the canvas transform. This fixes the jittering without any special camera script.
Not sure if it's implemented in the most idiomatic way possible, but it seems to work at least.
The reason that smoothing and custom camera scripts seem to increase jitter is because camera parent node will always be aligned to camera perfectly, if smoothing is disabled. Camera parent is usually player node, so player and background will draw fine, if smoothing is disabled. Other nodes with non-rounded positions will still jitter. If pixel snap in editor is used for backgrounds / non-moving sprites, you will only see jitter for moving sprites.
@forbjok commit seems to fix the issue for all cases. Very clever indeed! I was using a gdscript workaround hack for this.
One fix for this that worked for me, when pixel snap and such did not, was setting the Camera's update mode in the inspector from Idle to Physics. Completely removed the jitter
I figured out a way to fix the jitter completely from gdscript, by coding a custom camera. Using physics mode or pixel 2D snap is not necessary at all.
I do this as a final step on my camera transform:
t.origin = t.origin.snapped(Vector2.ONE * global_scale)
To port this to the default camera, the position should be Snapped by the zoom value, instead of Vector2(1.0, 1.0) / rounding! Simple as that.
is this the same bug?
https://godotengine.org/qa/78937/remove-render-jitter-artifacts-from-moving-camera
The strategies laid out in this issue didn't work for me.
I am also having trouble with this... unfortunately the workarounds mentioned here didn't do it for me. There is still jittering. When I implement the code solution above my player character starts vibrating, jittering in very quick succession. Any other ideas?
@thejokertm The player doesn't seem to vibrate on the second video. It's just that subpixel movement can't be displayed as a result of you using the viewport
stretch mode (presumably). To display subpixel movement, you need to use the 2d
stretch mode instead. See Multiple resolutions in the documentation for more information.
I am also having trouble with this... unfortunately the workarounds mentioned here didn't do it for me. There is still jittering. When I implement the code solution above my player character starts vibrating, jittering in very quick succession. Any other ideas?
I don't see any evidence of the kind of jittering this issue was about in either of these videos. It looks to me like the movement just makes it look a bit fuzzy/unsmooth due to the camera only scrolling by whole pixels, presumably due to rendering to a low-resolution viewport and then upscaling the whole image. (this is what I was doing)
That's a problem the solutions in this issue did not really address. I think in order to avoid that, you'd have to render (and have the camera scroll at) a higher resolution, while simply upscaling the sprite art. The downside of this is that you'd get the potential for pixel-art sprites being misaligned with each other, due to rendering no longer operating with the pixel-art's resolution of pixels. The upside is that you get much smoother and more pleasant scrolling and movement.
There are various indie games using both of these approaches. The more orthodox (more accurate to real old-school pixel art games) method of rendering to a low-res viewport apprears to be used by Axiom Verge and Bloodstained: Curse of the Moon, and as a result they look a bit fuzzy and unsmooth whenever scrolling is happening. They do not use camera smoothing, and instead have the camera hard-locked to the player character, presumably to avoid the issue of the player character appearing to jitter while the camera is catching up.
Stardew Valley and VirtuaVerse (and most likely many others), on the other hand appear to embrace the higher resolution for the sake of the smoother and more pleasant to look at scrolling/movement, at the cost of losing guaranteed pixel alignment between sprites. Despite not being quite as accurate to real old-school low-resolution games, they still manage to preserve the general aesthetic very well. In all honestly, after seeing the downsides of low-res viewport rendering (fuzzy/unsmooth scrolling and movement, no really good clean way to avoid the focused object jittering if it is moving while camera is catching up), I'm personally leaning towards this approach being the better one.
@forbjok I may have a present for you.
@m6502 please help me too I'm also facing this issue. In my case I'm not even moving the camera. Only Sprites are moving using this code.
public float speed = 2f;
void Update ()
{
transform.position += Vector2.left * speed * Time.deltaTime;
}
Please help!😣
@ujjawal49 do you have a small test project I could try?
@m6502 sure let me make the project on a small scale and I'll give you the link for it.
@m6502 ok so here is the project :- https://drive.google.com/file/d/1DxWb-xBdVp1gf_G-HO70-Cz_HP7rk-r_/view?usp=drivesdk
In the project while playing, look at the pipes closely while they come towards the left. It looks so bad.
If you want to check how bad it feels while playing the APK it's here (ignore all the buttons, just click on start, other buttons are for my test purposes):- https://drive.google.com/file/d/1qe11Q3pib52yrS7LUdACTYMY1dilbmaw/view?usp=drivesdk
Thanks.
@ujjawal49 there's a small problem with your project, in that it's an Unity 3D project. Am I missing something? 😅
@m6502 it's a .rar file and inside it's a unity project. I don't think you are missing something, what's the issue?
@m6502 oh yes I haven't saw that it's a godot topic. My bad, any ideas how to fix it in unity?
(Insert joke about upgrading from Unity to Godot here) :stuck_out_tongue_winking_eye:
@m6502 no, I believe I'll be able to fix this issue within 5-6 thousand years so no chance of upgrading from unity to godot.😂😣
Made the pull requests to fix this :-)
You're trying to PR to your own fork's master, not Godot's master branch.
Fantastic!
Is it possible to get those fixes cherrypicked for the 3.X branch?
One of the PRs is made for 3.2 branch
@golddotasksquestions Yes, I created two pull requests, for 3.x and 4.x. Hopefully it'll be there for the 3.2.3 release. I'll be on 3.x for a while :-)
Hopefully it'll be there for the 3.2.3 release
The 3.2.3 release is imminent (and we really want to avoid any regressions), so I'm afraid it can only be merged for 3.2.4.
@golddotasksquestions Yes, I created two pull requests, for 3.x and 4.x. Hopefully it'll be there for the 3.2.3 release. I'll be on 3.x for a while :-)
@forbjok I may have a present for you.
Hi, how you fix that problem I have the same when player stop it jitting, I dont know how to fix it at this time. v3.2.3
@SyliawDeV It'll be corrected when you download the next Godot version including the pull request that fixes the bug :-)
@SyliawDeV It'll be corrected when you download the next Godot version including the pull request that fixes the bug :-)
oh maybe v3.2.4 stable, I check beta version everyday but not seem it fix or not. But hear u say that I can wait for new version. :)
@SyliawDeV https://github.com/godotengine/godot/pull/41535 hasn't been merged yet, so it won't be in 3.2.4 if it's not merged by the time 3.2.4 is released.
@SyliawDeV https://github.com/godotengine/godot/pull/41535 hasn't been merged yet, so it won't be in 3.2.4 if it's not merged by the time 3.2.4 is released.
Hm, dont know how other people do with that. Until I know that I will sleep in freeze.
@Calinou @SyliawDeV I'll try to add the required project setting and test it this weekend so it can be merged in the next revision.
@Calinou @SyliawDeV I'll try to add the required project setting and test it this weekend so it can be merged in the next revision.
You just warm me from freeze. 🤩
Fixed by #43194 (4.0) and #43554 (3.2.4).
Godot version: 3.1.2 stable, GitHub master (3.2), Vulkan branch (4.0)
OS/device including version: Windows 10 x64 v1909
Issue description: Pretty much as soon as I made my test level larger than a single screen, I noticed something was off. After a bit of testing, I've found out what it is. It seems like any time the camera moves, there is some sort of inconsistency in the positions sprites are being rendered at, causing them to "jitter" back and forth by one pixel even though the camera is only moving in one direction.
Example gifs showing the issue:
How noticeable it is depends on circumstances. Generally, from what I've found, it's most noticeable if you have camera smoothing turned on and the smoothing speed set to a very low value, but the problem isn't related to the camera smoothing. It's also present with camera smoothing turned off, just harder to notice.
In case it was a bug that had already been fixed, I tried compiling Godot myself from both the master (presumably what will become 3.2) and vulkan (4.0?) branches to try them out, but unfortunately the problem still seems to be present in both of those. It looks a bit different in the Vulkan branch, due to what I assume is some sort of smoothing/blur filter being applied (there may be a way to turn that off, but I couldn't find it) to the background, but it is definitely still there.
Steps to reproduce:
Minimal reproduction project: godot-jitter-repro-project.zip