#Jitter when physics tick and monitor refresh rate don't match

4 messages · Page 1 of 1 (latest)

fading cedar
#

Hello,
i'am pretty new to Godot and i just noticed pretty severe jitter on my screen when testing my projects.
After searching on the Internet i found out that the _physics_process is running on the set physics tick rate and that interferes with _process (the refresh rate of the monitor).
I am running on 300hz and the physics ticks are 60. I changed it to 300 and it basically fixed the jitter, but i heard that this can cause other problems.
When turning on Physics interpolation i still get massive jitter issues. Is this because the discrepancy is so high between refresh rate and physics tick?
My code is mostly in the _physics_process.
Is there a way to fix this?

Thanks in advance!

rich brook
# fading cedar Hello, i'am pretty new to Godot and i just noticed pretty severe jitter on my s...

Afaik v4.3 physics interpolation is only implemented for 2d. I think the v4.4 version currently in development has 3d interpolation already.
You could either download the newest dev version, use a physics interpolation/smoothing addon or write an implementation yourself.

I don't know if the first 2 options are compatible with jolt physics tho, which is the recommended physics engine for 3d

fading cedar
#

@rich brook Do you know if jolt has the same issues ?

rich brook
#

The Jolt plugin doesn't have built-in physics interpolation either afaik. Not sure if it'll arrive with v4.4