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[3.x] Fix Viewport interpolation mode #92152
[3.x] Fix Viewport interpolation mode #92152
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CC @rburing - I guess this might be relevant for 4.x too? |
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Yes, this should be forward ported as it will affect 3D and 2D games using |
Viewport interpolation mode is a special case, which should be set to ON instead of INHERIT.
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Thanks! |
Wow! That's pretty major - si it turns out I was tricked to believe we were using FTI for 2D while most things are running in a ViewportContainer without it? Hmm... We did have to fix visual artefacts with Thanks! |
Yes we should have an RC soon as this is just bug fixing phase. As I say in the docs, for anything physics interpolation related, you should be regularly switching your physics tick rate down to e.g. 10 tps so that things are super obvious, e.g. need for resets. You can't rely on noticing whether things are operating correctly by eye at 60tps. |
I wish that was true. It is not. We can't operate the game at anything below 60tps. It is a real-time action game. This is due to an unimaginable set of factors for the Godot developers. They include plenty of physics interactions, barrier hits, penetration thresholds, increased gravities to prevent sporadic jumps on curved rigid bodies, etc., etc., etc. If we lower physics below 60 fps, say 20fps, nothing moves as expected. At 30 fps - barely acceptable but clearly unplayable, 40 and 50 - almost playable, but really regularily irritating. Whatever cool things the docs say, belive it or not, people apply to them a x16 Anisotropic filter right away, according to their own project. :-) Long live the next Beta! |
Yup sure, you will tune a game to a particular physics tick rate, and you will definitely start getting crazy behaviour below 20 tps with physics engine 😀 , but it only needs to run enough temporarily to help identify interpolation problems. But sure I do take your point that in some games the logic gets mucked up too much to test easily at very low tick rates. It is usually a good technique that will help troubleshoot. Thinking about it, It's actually likely very possible to just jerry rig the OS timer to test this kind of thing without disrupting gameplay (although certain things like audio would be difficult to timeshift). |
Yes. |
I'll try and test this out and add to the docs, it could be a better suggestion than lowering the tick rate (in some situations at least). |
Viewport interpolation mode is a special case, which should be set to ON instead of INHERIT.
Fixes #92150
Fixes #91918
Notes
Viewport
as a new root of each subscene.