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.
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.