Open owstetra opened 2 years ago
Might be related to Windows fullscreen mode changes @bruvzg.
Might be related to Windows fullscreen mode changes @bruvzg.
i retested it again in window mode, the issue still there too it feels laggy and jittery when moving the camera in game
~Might be related to #57928~ (no it's not in alpha 2), fullscreen mode should have at least the same performance as window mode.
Jitter and stutter will always happen to an extent when you have V-Sync disabled, because the physics step does not match the rendered frame rate. Physics interpolation fixes this by ensuring every rendered frame "sees" a different physics state, but it's not implemented yet.
If you need physics interpolation right now, you could try porting https://github.com/lawnjelly/smoothing-addon to master
.
Jitter and stutter will always happen to an extent when you have V-Sync disabled, because the physics step does not match the rendered frame rate. Physics interpolation fixes this by ensuring every rendered frame "sees" a different physics state, but it's not implemented yet.
If you need physics interpolation right now, you could try porting https://github.com/lawnjelly/smoothing-addon to
master
.
The problem is not with physics interpolation, no... it will never Jitter/Stutter at all if V-Sync is disabled in any game or engine, you maybe mean Screen tearing ? Because in Alpha 1 there is no Jitter/Stutter at all when moving the camera in 3D when the V-Sync is disabled and there is Screen Tearing But in Alpha 2 There is Jitter/Stutter but there is no Screen tearing when V-Sync is disabled, and even if V-Sync is Enabled the Stutter is still there
@owstetra If you can compile the engine from source, you could look into bisecting the regression to greatly speed up troubleshooting.
. not 2D
snap_controls_to_pixels
was broken and restored in #57481, and it probably reintroduced #28804 issue (this was fixed and reverted multiple times in 3.x). But this should not affect 3D, so probably is not the only reason.
.
Here's something, You can download this Advanced movement system template and test it, Before you test it add this line of code in _ready() DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
now open it in Alpha 1, You will see the game runs very smooth, but in Alpha 2 the game stuttering, You can press shift to run and rotate the camera around you, it's hard to see at first but you will feel it and start seeing it
Is this still reproducible in 4.0 RC 3 or later?
yes, I can confirm that - I still get jiter movement when VSync is enabled. When I disable it, it's also there but less noticeable. I have the simplest scene: CharacterBody3D with _physics_process adjusting it's Velocity and then move_and_collide() I am using latest 4.1 version of Godot
Might be the same issue as #84137 - presumably a Windows DWM bug.
Godot version
Godot 4 Alpha 2
System information
Windows 10 - GTX 980
Issue description
After disabling V-Sync the screen tearing is gone, it should appear, also the game Start jittering and stuttering, and when enabling V-Sync the game still jittering/stuttering In Alpha 1 after disabling V-Sync, the screen tearing will appear, but there is no Jitter, and the game runs very smooth no matter what compared to Alpha 2 All of this happen when in Full screen
Edit : You can download this Advanced movement system template and test it, Before you test it add this line of code in _ready()
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
now open it in Alpha 1, You will see the game runs very smooth, but in Alpha 2 the game stuttering, press shift to run and rotate the camera around you and you will see
Steps to reproduce
in any 3D project that contain a fast moving camera, open it in Alpha 1 and Alpha 2, and see the difference
Minimal reproduction project
None _