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- .. _doc_jitter_stutter:
- Fixing jitter and stutter
- =========================
- What are jitter and stutter?
- ----------------------------
- *Jitter* and *stutter* are two different alterations to visible motion of objects on screen that may affect a game,
- even when running at full speed. These effects are mostly visible in games where the world moves at a constant speed
- in a fixed direction, like runners or platformers.
- Distinguishing between them
- ---------------------------
- A game running at a normal framerate without exhibiting any effect will appear smooth:
- .. image:: img/motion_normal.gif
- A game exhibiting *jitter* will shake constantly in a very subtle way:
- .. image:: img/motion_jitter.gif
- Finally, a game exhibiting *stutter* will appear smooth, but appear to *stop* or *roll back a frame* every few seconds:
- .. image:: img/motion_stutter.gif
- Jitter
- ------
- There can be many causes of jitter, the most typical one happens when the game *physics frequency* (usually 60 Hz) runs
- at a different resolution than the monitor refresh rate. Check whether your monitor refresh rate is different from 60 Hz.
- This is generally not a problem, given that most monitors are 60 Hz, and
- starting with Godot 3.1, a frame timer was introduced that tries to synchronize with refresh as well as possible.
- Sometimes only some objects appear to jitter (character or background). This happens when they are processed in different
- time sources (one is processed in the physics step while another is processed in the idle step). Godot 3.1 does some
- improvements to this, from allowing kinematic bodies to be animated in the regular _process loop, to further fixes in the
- frame timer.
- .. note::
- You can use physics interpolation to mitigate physics-related jittering.
- See `lawnjelly's smoothing-addon <https://github.com/lawnjelly/smoothing-addon>`__
- for an add-on that can be dropped into any project to enable physics interpolation.
- Stutter
- -------
- Stutter may happen due to two different reasons. The first, and most obvious one, is the game not being able to keep full
- framerate performance. Solving this is game specific and will require optimization.
- The second is more complicated, because it is often not associated to the engine or game but the underlying operating system.
- Here is some information regarding stutter on different OSs.
- Windows
- ^^^^^^^
- Windows is known to cause stutter in windowed games. This mostly depends on the hardware installed, drivers version and
- processes running in parallel (e.g. having many browser tabs open may cause stutter in a running game). To avoid this,
- starting with 3.1, Godot raises the game priority to "Above Normal". This helps considerably but may not completely eliminate
- stutter.
- Eliminating this completely requires giving your game full privileges to become "time critical", which is not advised.
- Some games may do it, but it is advised to learn to live with this problem, as it is common for Windows games and most users
- won't play games windowed (games that are played in a window, e.g. puzzle games, will usually not exhibit this problem anyway).
- For fullscreen, Windows gives special priority to the game so stutter is no longer visible and very rare.
- This is how most games are played.
- Linux (X11)
- ^^^^^^^^^^^
- Stutter may be visible on Desktop Linux, but this is usually associated with different video drivers and compositors.
- Nouveau drivers often exhibit this, while AMD or NVidia proprietary don't. Some compositors may also trigger this problem
- (e.g. KWin), so it is advised to try using a different one to rule it out as the cause.
- There is no workaround for driver or compositor stuttering other than reporting it as an issue to the driver or compositor
- developers.
- macOS
- ^^^^^
- Generally, macOS is stutter-free, although recently some bugs were reported when running on fullscreen (this is a macOS bug).
- If you have a machine exhibiting this behavior, please let us know.
- Android
- ^^^^^^^
- Generally, Android is stutter and jitter-free because the running activity gets all the priority. That said, there may be
- problematic devices (older Kindle Fire is known to be one). If you see this problem on Android, please let us know.
- iOS
- ^^^
- iOS devices are generally stutter-free, but older devices running newer versions of the operating system may exhibit problems.
- This is generally unavoidable.
- Reporting stutter or jitter problems
- ------------------------------------
- If you are reporting a stutter or jitter problem (opening an issue) not caused by any of the above reasons, please specify very
- clearly all the information possible about device, operating system, driver versions, etc. This may help to better troubleshoot it.
- Also make sure to use the correct term (jitter or stutter) based on the exhibited behavior. This will help understand your issue much faster.
- Provide a project that can be used to reproduce the issue, and if possible a screen capture demonstrating the bug.
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