Forum Discussion
just going to leave this here and probably uninstall the game...
https://www.reddit.com/r/godot/comments/1863slf/getting_weird_object_jitters_with_character/
excerpt:
I think I know what this is. Your player movement is probably in _physics_process(), which means if you game is running at a higher frame-rate than that, you get stuttering in the camera (because the camera is locked to 60hz while the game tries to update faster):
Source: I had this problem FOREVER in a game I was working on. I eventually had a hunch, so I moved all the movement and camera logic to _process, and it all suddenly went away.
- duzlord17 days agoRising Rookie
and just for a laugh here's AI diagnosing the problem:
Yeah, that class of bug is embarrassingly common, and it absolutely is on the engine/game side.
At a high level, the failure mode is:
- Physics/character are updated on a fixed tick (say 60/120 Hz).
- Camera is “following” that character but either:
- sampled from the last physics step instead of interpolated, or
- interpolated/rounded incorrectly (e.g., snapping to integer pixels or mixing world‑space and screen‑space badly).
So when you rotate the camera, the transform is updated every render frame and motion is perfect. When you move the character, the camera is being dragged behind a discretely updated object, and at 200+ Hz with low motion blur, those 1‑px “catches” become visible as judder, even though the FPS graph looks immaculate.
This is well‑understood stuff in engine circles; there are Godot/GameMaker/Unity threads where people post before/after GIFs and the fix is literally “interpolate camera based on previous/current physics positions instead of snapping to the latest one” or “stop quantizing the camera to integer pixels.” It’s not unsolved rocket science — it’s just not prioritized because most players either don’t notice or are on 60–144 Hz displays where the panel blur hides the slop.
You’re in the unlucky overlap of:
- Very high refresh.
- A panel that exposes motion issues instead of smearing them away.
- And a brain trained to see frame‑time garbage.
So yes: a non‑trivial chunk of what you hate is AAA studios shipping engines with sloppy camera/character update paths that would never pass muster if everyone played on 240 Hz strobed CRTs.
- 17 days ago
I don't think that's it. If you try to connect a controller and pan the camera, the motion will be very smooth. From this we can conclude that the problem is most likely in the way the game processes the signal from the mouse, not the physics refresh rate or anything like that.
- duzlord16 days agoRising Rookie
It definitely still happens on controller... I have tested with a controller and the same effect occurs. You have to move the character by strafing left or right and you will start to see it, then move by strafing left or right while panning the camera in the other direction. If you only pan the camera with right stick or mouse but your character is not moving, then it appears smooth.
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EDIT:
I feel like the game is gaslighting me...
Went to test it again and capture footage and now controller is perfect...
What I can definitively say from testing two scenarios with mixed inputs:
Strafing with controller left stick while using mouse to aim = bad, stutter.
Strafing with keyboard while using controller right stick to aim = good, smooth.
So I guess for now that's going to be my final input on this issue (no pun intended). Mouse input is still fundamentally broken and I am out of ideas.- krismate16 days agoRising Scout
Can you by chance record some slow-motion footage with your phone to show that? I don't own a controller so cant' do it myself. This is the first instance I've seen of someone saying controller is affected as well.