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Asked By
pip
Godot runs very smoothly on my iPhone X but it stutters a lot on my (much more powerful) iPad Pro. I think that’s because of the ProMotion display, which supports frequencies up to 120Hz.
I have tried the following things to no avail:
force Godot to use 60/120 FPS in the preferences
switch VSync on/off
manually set the refresh rate to the monitor setting on level start using
It depends on what is stuttering, everything that is supposed to move using physicsbody should go in _process_physics, I did get stutering because my camera movement where moving in the input function and I moved it to _physics_process and everything is good now, try changing the process time if you use a clipped camera, and use interpolated camera.
Thank you for your answer. I am using an interpolated camera which points at a camera target which itself is a child to the player-node. It is a 3D game but its is using only horizontal movement like a 2D game.
The move_vec vector is then changed according to the user input.
The player itself looks smooth but the background is stuttering a lot during camera movement. The stutter is not constant - there seem to be smooth phases from time to time. It pretty much looks like the stutter example from the official documentation (https://docs.godotengine.org/de/latest/tutorials/misc/jitter_stutter.html).
What do you mean by “changing the process time”? The physics FPS?