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ridai

3
Posts
A member registered Jul 28, 2021

Recent community posts

I am running at 162 FPS (165hz monitor). Project Gorgon had the issue of the objects being rendered at 50 FPS while the camera/client is infinite, so if you went above 50 FPS and the further up you went, the more noticeable the "jitter" was. Sadly their patch notes didn't provide any info on how they fixed it. Apparently it's a mismatch between the physics update frequency and the monitor's rendering frame rate.

No idea if this helps or if its true: "In Godot, character and object movements are calculated inside the fixed physics loop (_physics_process), which defaults to 60Hz (or 50Hz if tweaked). If a player has a high refresh rate monitor (e.g., 144Hz) or the game's rendering frame rate fluctuates independently, the objects update on one cadence while the camera renders on another. This makes objects appear to "stutter," jitter, or judder past the camera."

It doesn't render it unplayable for me, it's just a bit off-putting at times. Sorry to bother you with this.

Is this a Unity game? You don't appear to move 'smoothly' across the terrain, the character kind of very slightly stutters along (best way I can describe it is like you move in larger 'steps', as though the character is tracked every 10ms instead of 1ms, probably makes no sense). I ask if its Unity because Project Gorgon had this exact same issue when I was playing it, but they eventually managed to fix it. I believe it has something to do with high FPS and GSync/VRR. It makes me feel motion sick if I strafe next to objects close by.

Computer lagged and fell into the hole of no escape, fun.