Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | wombatTurkey | |
Old Version | Published before Godot 3 was released. |
Okay, so I’ve been stuck on this all day.
I recently got a 144hz monitor and previewed my game. There was a huge jitter when moving around with my rigidbody character.
However, I changed the “fixed_fps
” variable in the settings to 144.
Now, the jitter is GONE completely!
However. When I export my game, and then play it on a 60hz monitor, the jitter is there.
How can I set the fixed_fps
variable dynamically based upon the users monitor’s refresh rate?
Experiencing the same problem with a very simple 2D game prototype running on Godot 3.1.1 stable release.
Varying frame rate on slow hardware is also a problem. Setting fixed_fps
to the monitor’s frame rate is not enough in that case.
I also tried to increase physics rate to 250Hz. While the jitter got a bit better, it still persists and very much visible.
I tried interpolating the rendering position based on last physics position, linear velocity and time. It did not eliminate the jitter.
Maybe there is a way to call physics in lockstep with rendering (using a varying delta), which should also work okay as long as rendering fps is high enough.
fviktor | 2019-07-06 00:53