Smoothing 3d camera jitter on higher refresh rate display

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Macryc

Hi All. in Godot 3.4, what is a way to smoothen the jitter in a 3d camera? I have a 240hz monitor and my physics runs at 60fps. If I move the camera movement code to _process() it sure does get smoother but all enemies and bullets start to look very jittery because their movements are inside physics process, for all the right reasons.
I tried doubling the physics FPS to 120 in settings and the game gets butter smooth (with minimal impact to performance) but I read that this would make the game nearly unplayable on 60hz monitors and/or older GPUs.
Is there a different tactic?

:bust_in_silhouette: Reply From: Calinou

Godot does not have built-in yet physics interpolation yet, so you have to use the smoothing-addon for now.

I tried doubling the physics FPS to 120 in settings and the game gets butter smooth (with minimal impact to performance) but I read that this would make the game nearly unplayable on 60hz monitors and/or older GPUs.

Using a multiple of the monitor refresh rate for the physics FPS doesn’t look too bad, but it will increase the game’s CPU requirements. Using greater physics FPS also reduces input lag and improves overall physics stability (especially with stacking RigidBodies), so it can sometimes be useful.

Thanks. I did look up the smoothing plugin but I don’t know how I could use it with the camera… Per docs, the plugin requires that I separate the visual representation (mesh) of a node from its rigid/kinematic body parent and it will interpolate that separately. A camera is not a body though…

Macryc | 2021-11-16 05:42