#The game becomes very blurry and jittery when moving around and moving the camers

114 messages ยท Page 1 of 1 (latest)

gleaming flame
#

Tried a few things already with the help of a few ppl in here but no luck. it gives me a headache after a while and is esepcially bad in caves etc.

#

if you look at the person and the name you can hopefully see what i mean

#

this extends to textures too..

wheat badge
#

Hey, a temporary fix for this issue is turning off Vsync and putting a max FPS cap at 50 FPS. There are some objects that are stuck rendering at 50FPS so when you play the game at a higher framerate the objects will stutter. I had the same issue but now I can at least play the game even if I'd prefer to play at a higher FPS. The developers are working on a better solution as well

frank flare
wheat badge
frank flare
wheat badge
#

I understand, let me find a response I had from one of the devs regarding this issue.

#

I did the same thing as you haha ๐Ÿ˜„

wheat badge
#

So when I tried 50fps after reading that the "jitter" was completely gone but would be cool if someone else could test the solution as well

frank flare
# wheat badge So when I tried 50fps after reading that the "jitter" was completely gone but wo...

THANK YOU.

I downloaded the demo on my girlfriend's PC (which I had also checked to see if it had the issue originally. It did just like my pc, both have 165 hz monitors), and this does seem to resolve the issue for me.

The overall framerate is ass, but no jitter. 50 fps seems to be the magic number, I still had jitter locking at 60 (which was one of the troubleshooting steps people kept telling me previously). I'm going to rebuy the game, and I appreciate the information. ๐Ÿซก

PLEASE DEVS FIX THIS. No one should have to play a game at 50 fps in 2026.

wheat badge
frank flare
#

@wheat badge it's a jank workaround, but if you have lossless scaling and an appropriate GPU, setting frame gen to 2x after capping the fps to 50 and forcing vsync to off via NVCP gives a pretty decent result with a simulated 100fps. Waaaaay better than the default 50fps. It's so smooth now ๐Ÿ˜ญ

wheat badge
gleaming flame
#

I'm gonna give it a try.

gleaming flame
#

50fps seems to fix it yeah

radiant hemlock
#

50 fps worked for me as well thanks

gleaming flame
#

I hope this gives the dev an idea on how to fix it

frank flare
#

They put out an update that was supposed to address it. I've tested it and it seems 'better', but still not nearly as smooth as the capped 50 fps with 2x lossless scaling FG (at 100 simulated frames). That's while getting like 160 natural frames. @slate hound

slate hound
#

Nah it's not addressed in this update, sorry ๐Ÿ™ The desync refers to something else - mobs dying but not being lootable

frank flare
#

It's all good, thank you for the update!

slate hound
#

Yep! Unfortunately I estimate it'll be a week or 2 before Im able to get the fix in for the jitteryness

gleaming flame
#

I'm just happy it's acknowledged at all 5gsupportpig

lofty notch
limpid vale
#

New player here with the same issue. I'm on the demo atm but am hesitant to buy due to how bad that strange micro stutter or jitter hurts my eyes. I'll stay hopeful for a fix because the game seems great so far otherwise.

strange cliff
#

The tricky part about that issue is that, apparently, not everyone experiences it... I've grown accustomed to it now but I'm sure they'll fix it, when the devs says they're gonna fix something, they almost always do eventually, it's just a matter of what exactly takes priority over it. And as of recently, it's been the launch madness and the myriad of issues that came with it

wheat badge
strange cliff
#

I play at 60 FPS for the time being, its still present but not anywhere near as jarring, locking at 50 kinda feels worse to me

#

at 60 at least, I can get used to it and my eyes and brain forget it's even there

wheat badge
#

In what way does 50 fps feel worse to you? Just too low framerate or does the issue still remain for you?

#

You could try the 50 fps solution with the lossless scaling. Of course they said they are working on it so I understand if it's not worth the effort ๐Ÿ™‚

strange cliff
#

mostly inconsistent frame pacing overall when I turn the camera, I have a Freesync monitor but it still looks inconsistent when I cap it

#

Lossless scaling is nice, but introduce a ton of input lag, which I'm sensitive to

#

without mentionning UI artifacting

wheat badge
#

Do you use FreeSync to limit the fps or do you do it in-game btw?

strange cliff
#

I use the in-game frame limiter with Vsync off, freesync doesn't limit frame, only adjust refresh rate dynamically until 48Hz

wheat badge
#

Right that makes sense. Hopefully they have a fix for this issue soon ๐Ÿ˜„

strange cliff
#

@slate hound any potential update on that fix? I know you said last week that it'll be at least a week or 2 before you could get the fix in so I'm just wondering if we should expect it this week-ish or the next

wheat badge
#

Changing monitor HZ didn't do anything for me

dreamy hazel
#

Also in the club of โ€œthis game makes my eyes bleedโ€. Getting up now to test this 50fps fix.

dreamy hazel
#

PRAISE THE MAKER

#

It actually works :โ€™)

I have Smooth Motion on in NVIDIA app (none DLSS frame gen) and set a cap with rtss to 100, game renders at 50fps and gets doubled to 100. Itโ€™s actually, FINALLY, smooth.

Vsync on or off seemed to make no difference for me.

dreamy hazel
#

I will note that it doesnโ€™t seem as bad on my Z13 Flow, aka AMD based GPU. I do wonder if itโ€™s NVIDIA shenanigans perchance. Maybe some others can chime in with hardware specs to see if thereโ€™s any correlation.

Main PC - 7800X3D with 4090 on S90D OLED.

Also playing on Z13 Flow, has Strix Halo CPU with AMD integrated GPU.

Will test on my 4060LP when I get time.

strange cliff
#

it's like I said above, not everyone apparently experiences this issue, or at least not everyone even notices as it seems to vary a lot from PC to PC configs.
I run the game on a 7800XT and while I can still notice the jitteriness at 60Hz, it's no where near as jarring as 75Hz

frank flare
# strange cliff it's like I said above, not everyone apparently experiences this issue, or at le...

Everyone experiences it, it's just harder to notice the closer you are to 50 fps; and some people have no standards. I've tried it across multiple configurations of nvidia gpu, amd gpu, intel cpu, amd cpu, steam deck, oled monitors, ips monitor, 60 hz, 144 hz, 165 hz, ect. It occurs on all of them with 60 fps being barely noticeable (especially on a smaller screen like the steam deck) and anything 100+ fps being extremely jarring.

There are still people who will try to tell you that the human eye can't tell the difference from 30 and 200 fps (and usually they'll bring up that movies are filmed at 24 fps which is completely irrelevant). I think they may be partially blind.

gaunt swallow
dreamy hazel
#

Nvm, I didnโ€™t read what you said properly ๐Ÿ˜‚

stark yoke
#

Using Smooth Motion in NVApp together with a 100 fps limit (ergo, halfing the game to 50 fps) trick seems to work great so far. I still hope the devs will work on a proper fix though.

dreamy hazel
fathom sentinel
# stark yoke Using Smooth Motion in NVApp together with a 100 fps limit (ergo, halfing the ga...

I've tried all these solutions for me the game is like...really jittery and unplayable. I have trried tons of settings and locking FPS and all this and it's just not working it runs so choppy. My max fps is fine but 1% and .1% lows are all over the place casuing frame pacing and frametime spikes galore and make game all jittery. (4090, Ryzen 7900X, 1400p)

Wondering if anyone has anoy other solutions to try.

#

It's not graphics related it does it on any setting (even the worst retro setting) - might be a gsync thing maybe I'll try to disable gsync. - shucks..not that either. No matter the settings my frames always look like this (stepping down from the max, max is always fine...)

frank flare
fathom sentinel
#

Maybe I need to turn off vsync in NVCP then. I have that on because I use GSYNC

#

I don't really know how to do all that above. Turn of Vsync in game and NVCP, easy. Cap at 50 (in game or external, like with RTTS) and I enabled Smooth Motion but I dunno what that last step is. you're forcing Frame Gen with lossless.
In other words, game needs lots of tricks to get to work for you? ๐Ÿ™‚
I'm willing to try though, I will give it a go.

My FR isn't the issue it's only those 1% and .1% lows being so off that it makes it super jittery/janky

#

What are you setting sin Lossless? It's been awhile since I have used it. I just tried and my mouse camera is now super smooth but when I move I couldnt even move lol. I'm sure I did one of the steps wrong (i have capped to 50 in RTSS)

#

I think I may have found the issue. I didn't specifically turn VSync to OFF. I assumed it was off because the checkbox was not checked. When I checked it, was on by default, I swittched to no and that maybe fixed me issues.

dreamy hazel
#

If you open NVIDIA app, you can toggle smooth motion which is essentially free lossless scaling. That combo works best for me

fathom sentinel
#

Yeah I tried that also. The only way i could get it feeling ok was to Turn on Smooth, use Lossless with x2 FG multiplier, lock my FPS to 50 ๐Ÿ™ A lot of hoops to get it to feel right

slate hound
#

FYI we've got a fix for this issue going out in the next patch, which should hopefully be in the next 48 hours! ๐Ÿคž

cyan star
#

hype, i dont have a DLSS card

fathom sentinel
crystal tangle
fathom sentinel
#

Okay great thanks, can't wait to try her out and see if it helps then purchase ๐Ÿ™‚

strange cliff
slate hound
#

Ok this fix is in! Please try disabling your 50fps locks and all your other crazy tricks and let me know how it runs for you all!

stark yoke
#

Tested it briefly and everything works well so far.

frank flare
gleaming flame
#

yeah issue is pretty much resolved

strange cliff
#

Yup, can confirm it's all fixed for me now, god it feels so SMOOTH

wheat badge
strange cliff
#

WASD movement feels smooth, but when I click to move to a node, the bug comes back it seems

#

so yeah, might wanna look into that Niko

#

Yeah ok, only when I click to move that the bug remains

wheat badge
#

I had forgotten that click to move even exists lol

slate hound
#

Hmm click to move is probably still running at the old framerate. I didnt think to test that. Good lookin out, thank you! And glad to hear everyone else seems to be working smoothly now too!

strange cliff
#

I turned click to move off for the time being, no biggie

dreamy hazel
#

Sooooo smooooothhhh

#

Someone needs a pay rise

shrewd grail
#

I removed the 50 FPS lock and the game is smooth as butter now! I don't use the "click to move" option. Thanks for getting this fixed! ๐Ÿ˜„

fathom sentinel
#

Oh trying myself now too

#

For me framerate is not great considering I Have a 4090 - but the jank is gone and it's really smooth now (Even though 1% and .1% frames ar elow) - odd, but I'll take it

#

It's wild to get only 80 frames on "Great" setting with really low 1% and .1% when only 50% of cpu and gpu are used. But at least it feels good now.

strange cliff
#

sadly, MMOs are known to be CPU limited... so depending on what type of CPU you have, that's gonna dictate how many frames you get in total

#

and also, Tutorial island's performance is... weird, at least lately.

#

I have a 7800XT coupled with a 5800X3D and 32GB of RAM and I run most zones in the game at 100+ FPS at 1440p at the "Amazing" preset

#

but once get to a HUB with A LOT of people, my fps takes a massive nosedive so... yeah

wheat badge
#

I believe the game is made in Unity which is notorious for having optimisation issues. In general high end hardware isn't gonna make much of a difference from mid hardware. Game runs perfectly fine though at 144 fps most places, just Serbule and other crowded areas where fps can take a dive.

slate hound
#

Or maybe vsync is enabled.. though Ive never heard of a monitor with an 80 Hz refresh rate

fathom sentinel
fathom sentinel
slate hound
#

Low frames in the game in general makes sense, we are working on optimization. Im surprised you are getting capped frames while your cpu/gpu arent maxed out though

strange cliff
# wheat badge I believe the game is made in Unity which is notorious for having optimisation i...

For me, high end water reflections is what absolute kills my fps, especially stability-wise.
But it's also clear that this game struggles the most when there are A LOT of people on screen, which kinda makes sense considering how small the playerbase has been for the past 7+ years... until recently lol.

The game is just... not optimized for displaying THIS MANY players at all times in HUBS

imo, if there's one specific area the devs should focus on optimizing, it's definitely how the client itself handles rendering for players, but that's WAY easier said than done...

slate hound
#

Haha! Thats actually pretty close to the top of my list. It went from "yeah that would be nice but its pretty difficult and what are the odds it'll matter" to "ok wow this has to be done like yesterday" real quick

strange cliff
#

hehe... it do be like that sometimes

#

"Meh, I'll get to it eventually, it's not like we're gonna get thousands and thousands of players on launch right? we've barely peaked above 400 for the past 7+ years so... fat chance of THAT happening"

#

Launch happens

slate hound
#

Hahaha exactly

strange cliff
#

One band aid solution could be to implement a "Maximum Rendered Player Amount" option in the setting, letting us set a specific amount and either make the other player models invisible but with their nameplate still above their heads or just make them white textureless models with no animation

#

Not ideal of course but... it would be a decent way to "fix" this issue until a proper revamp gets implemented

#

it's also one that GW2 uses and it works pretty well, although that game suffers from being purely single-threaded rather than multi-threaded

slate hound
#

Hm that might work! My longer-term solution is similar, to basically implement an LOD system and render a lower-res version of players after a certain number, prioritizing your own model (naturally) and party members, etc. Culling could be a good interim step until I get the LOD stuff implemented, and it might make sense to even keep both around and do something like X high res models, 10X low res models, cull the rest.

strange cliff
#

Sounds like a good plan to me

gleaming flame
#

the only time when im not at 144fps is in serbule and around the keep so far

#

elt is like at 110-120fps and sun vale full 144fps

wheat badge
#

If "maximum rendered player amount" is introduced just make sure it's an option. I always found it quite jarring when there is an "invisible wall" in crowded areas where players simply stop existing