#adn there are some weird pixels around
1 messages · Page 1 of 1 (latest)
This doesn't really tell anything to us
What's most important for you to understand is that "jitter" really just means sprite pixels shifting between screen pixels very rapidly
It's unlikely to do with sprite or grid settings, because ultimately it's all about how they move relative to camera
No clue, probably irrelevant
Running every setting you find by us is not going to work, since we cannot see from your video what kind of jitter you are seeing
That's something you need to find more evidence of
Or by trial and error a setting that affects it
Since your pixel perfect component is not working, you might see jittering in pretty much any situation where you move the sprites or the camera smoothly
I don't
That's nonsensical
The background is not moving anyway, except relative to camera as the camera moves
And you need to find out how, and why
Not very likely
I don't see that you'd tried to gain understanding why jittering happens in the first place
I don't recall seeing you have the component at all
Right, but if your Grid Snapping is "none" it'll basically do nothing
The real problem here is that you didn't read the manual of that component to know how to turn it on at all
I don't know how I can expect you to also read about how to solve any ordinary challenges in its use including "moving weirdly"
You'll have to be more specific than that
I cannot stress it enough that you have to research what the pixel perfect component technically does
Game window scale is wrong again
Like I said "jitter" is an effect of how camera moves relative to sprites and vice versa
Some of pixel jitter is a fundamentally tied to rendering pixel perfect things, which old games also were affected by and worked around
And you'll have to work around too
But you have to gain an understanding of it
Not just scrounge for a setting that would magically "fix" it
What makes you say that?
How would you know what to code if you don't know the cause of the jitter you are seeing
That's the right question
I think it's working fine, as soon as you actually enable its sprite snapping or upscaling
Assuming you don't get a red warning in your game window as a result
But like, it's not a "fix"
It's an extra limitation you impose on your rendering and workflow that can cause more jittering, with the tradeoff of getting real pixel perfect rendering
You can't hope to use it right if you don't know what it's meant to do, and what pitfalls you must avoid with it
One thing you can be sure if is that it won't "just fix" any problem you are seeing
Except sprites being off the pixel grid, but that's not related to jitter
You need to think about this issue in an entirely different way
Whenever I point your attention towards the idea that jitter is a complex phenomenon that manifests in many ways due to many different causes you revert to "what box do I need to check to make it go away"
The only simple solution that doesn't require you to understand this issue is to stop using pixel graphics at all
If bilinear filtering and mip maps are enabled on your sprite and pixel perfect component is gone, there can be no jitter
That's because sprite pixels would no longer snap to screen pixels, instead they'd be smoothly interpolated as they move
That's the root of the mechanism of what causes visual jittering
Your settings could be perfect and pixel perfect component could be working perfectly
And everything on screen could still be jittering like crazy
Because it's not a bug
The error tells you why
Hmm I'd first ask what were you using it for if you don't don't know what it's meant to do
Pixel perfect graphics are often anything but "smooth", considering it's all about emulating the blocky look of old low resolution games
Looking "good like a real video game" is so vague it doesn't help either of us at all to understand why they look the way they do and how to do the same
Most indie pixel art style games I see don't give two thoughts on any of this, they just live with whatever jittering there is
When you make your own game you see it through a very different lens and scrutinize these details much more
You really have just two options
- ignore the issue, your players likely will as well
- start properly studying what causes jittering, what it is and how should you think about working around it
People don't care to decrypt the unclear demonstrations you're scattering around here
And they don't care to try to guide you to an eventual solution if you don't care to learn anything about the process
Because unless you learn to understand it, it's not something that can be fixed just by adding something or by changing some setting
The very first solution I suggested to you was someone's custom extension for the pixel perfect camera that moves sprites in a very specific way to counteract one very specific form of jitter
But turns out that wasn't even the type of jitter you were experiencing
And you didn't seem to care at all what type it exactly was
Which ultimately is the obstacle really preventing you from reaching any real solution
Even if we eventually and painstakingly found the problem and the solution on your behalf, you would not really learn how to solve challenges like these in the future
Honestly you should ignore the issue and just keep going and learning for now
Nobody's holding back any solutions from you, but we cannot help without backing us up with necessary troubleshooting skills
Especially since this is a more complex issue than you would think at a glance