-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Jitter in projects #37118
Comments
Can you reproduce this if you set Rendering > Quality > Driver > Driver Name to GLES2 in the Project Settings? |
Make sure that Godot Editor is not Switching to Remote scene tree |
Yes, I tried with GLES2 driver, but nothing seems to change. |
I can't reproduce this on 3.2.1. Are you sure you don't have any background applications causing CPU spikes? That normally causes objects to stutter/jitter (for any application, really) Also, what is your device info? Graphics card and CPU? |
I have everything closed when i run it. And i dont notice anything when playing other games. |
I cant reproduce it on Linux with 3.2 but running .exe provided in the demo with wine shows noticeable jitters. |
Godot version:
3.11 & 3.2.1
OS/device including version:
Windows 10
Issue description:
I have jitter every ~2 seconds in my Godot projects. Did some test and reduced it to the basics.
I included a simple sample project with a moving kinematicbody2D that moves with:
move_and_collide(Vector2(120,0) * delta) in _physics_process(delta)
What i see is 3 intervals where the sprite jitters, near frame 71, 188 and 304 (and continueing onward). The profiler says the frame time, mainly idle time, is 0.073s on those frame numbers. Which is 4 frames at 60fps.
I have tried to bypass this with running fullscreen, exporting without debug, putting the move_and_collide in _process instead. It stays very visible.
Minimal reproduction project:
jitter_project.zip
The text was updated successfully, but these errors were encountered: