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Jittery camera movement #173
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Thanks for reporting this! This was an issue early on in the project, but had a hunch there were still things to do for this. So have tested on both a 120hz and 60hz monitor. Can't seem to replicate any jitter when V-Sync is enabled, or disabled, on either monitor — it has apparently been enabled for me the entire time. Not sure if the reason you're seeing it is due to having a higher refresh rate than me, though annoyingly can't check that. But can see what you mean regarding the uneven / non-divisible by 60 However, moving the |
I'll make a PR and try to gather some feedback for about a week or so. If no one screams or shouts about it, I'll merge it in and submit an update. |
This is not a problem of phantom camera, you should tween your visuals in process. I have the same issue and I resolved it by using this library (I found it on godot's docs page). But to work this with phantom camera you need to use my PR #179 that fixes camera being affected by |
Mind that when using Third Person Mode, spring arm causes a bit of jitter too. |
Resolved in #179 |
Issue description
I have a 144hz monitor and camera movement is very jittery in 3D and 2D when I have VSync on or framerate cap at an odd number. From my limited testing it seems to be an issue when the physics process happens at a different framerate compare to the monitors refresh rate. One way I found to solve the issue is to change
_process
inside phantom camera code to_physics_process
but I'm not sure if there are any side effects to doing that. I know that physics jitter is a known issue with Godot itself but I wonder if there is specific ways to properly avoid it with phantom camera since its going to be a problem if players will have inconsistent framerate too.Steps to reproduce
2DExampleScene.tscn
or3DFollowSimpleExampleScene.tscn
for jitter when the character moves around(Optional) Minimal reproduction project
No response
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