{"action":"created","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/19504","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/19504/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/19504/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/19504/events","html_url":"https://github.com/godotengine/godot/issues/19504","id":331144427,"node_id":"MDU6SXNzdWUzMzExNDQ0Mjc=","number":19504,"title":"Jitter problems in 3d scene","user":{"login":"fracteed","id":7741669,"node_id":"MDQ6VXNlcjc3NDE2Njk=","avatar_url":"https://avatars1.githubusercontent.com/u/7741669?v=4","gravatar_id":"","url":"https://api.github.com/users/fracteed","html_url":"https://github.com/fracteed","followers_url":"https://api.github.com/users/fracteed/followers","following_url":"https://api.github.com/users/fracteed/following{/other_user}","gists_url":"https://api.github.com/users/fracteed/gists{/gist_id}","starred_url":"https://api.github.com/users/fracteed/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fracteed/subscriptions","organizations_url":"https://api.github.com/users/fracteed/orgs","repos_url":"https://api.github.com/users/fracteed/repos","events_url":"https://api.github.com/users/fracteed/events{/privacy}","received_events_url":"https://api.github.com/users/fracteed/received_events","type":"User","site_admin":false},"labels":[{"id":73330064,"node_id":"MDU6TGFiZWw3MzMzMDA2NA==","url":"https://api.github.com/repos/godotengine/godot/labels/bug","name":"bug","color":"ff2222","default":true},{"id":279097966,"node_id":"MDU6TGFiZWwyNzkwOTc5NjY=","url":"https://api.github.com/repos/godotengine/godot/labels/topic:core","name":"topic:core","color":"ffdd44","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":{"url":"https://api.github.com/repos/godotengine/godot/milestones/7","html_url":"https://github.com/godotengine/godot/milestone/7","labels_url":"https://api.github.com/repos/godotengine/godot/milestones/7/labels","id":2529217,"node_id":"MDk6TWlsZXN0b25lMjUyOTIxNw==","number":7,"title":"3.1","description":"","creator":{"login":"akien-mga","id":4701338,"node_id":"MDQ6VXNlcjQ3MDEzMzg=","avatar_url":"https://avatars0.githubusercontent.com/u/4701338?v=4","gravatar_id":"","url":"https://api.github.com/users/akien-mga","html_url":"https://github.com/akien-mga","followers_url":"https://api.github.com/users/akien-mga/followers","following_url":"https://api.github.com/users/akien-mga/following{/other_user}","gists_url":"https://api.github.com/users/akien-mga/gists{/gist_id}","starred_url":"https://api.github.com/users/akien-mga/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/akien-mga/subscriptions","organizations_url":"https://api.github.com/users/akien-mga/orgs","repos_url":"https://api.github.com/users/akien-mga/repos","events_url":"https://api.github.com/users/akien-mga/events{/privacy}","received_events_url":"https://api.github.com/users/akien-mga/received_events","type":"User","site_admin":false},"open_issues":1025,"closed_issues":1593,"state":"open","created_at":"2017-05-18T13:33:56Z","updated_at":"2018-06-12T07:59:25Z","due_on":null,"closed_at":null},"comments":9,"created_at":"2018-06-11T11:10:34Z","updated_at":"2018-06-12T08:04:39Z","closed_at":null,"author_association":"NONE","body":"<!-- Please search existing issues for potential duplicates before filing yours:\r\nhttps://github.com/godotengine/godot/issues?q=is%3Aissue\r\n-->\r\n\r\n**Godot version:**\r\n3.0.2 as well as 3.0.3 rc3 and current master\r\n\r\n\r\n**OS/device including version:**\r\nWin10 960m, 760, 780ti\r\n\r\n\r\n**Issue description:**\r\nI have been noticing jitter problems for a while with the topdown section of my game in development. After trying all sorts of fixes over the last 6 months, I have created a basic project to see if other devs are having the same problems. There are existing Github issues that are related to jitter in 2d projects , but I couldn't really find much related to 3d projects.\r\n\r\nI have ruled out the jitter being caused by specific drivers (having tried  on 4 different machines) as well as fps (getting over 60fps for this basic scene). The lerping camera was a possibility, but if you try switching to the static camera in scene, problems are still apparent. Have also tried all combinations of vsynch natively on gpu as opposed to natively in Godot as well as fullscreen vs windowed. As well as locked fps vs free fps and combinations of the aforementioned ideas.\r\n\r\nWas hoping that the new jitter fix would help, but alas it did not help, for me at least.\r\n\r\nSome observations that I have noticed. My game is a combination of 3rd person railshooter and topdown shooter. The rail shooter does not exhibit much jitter at all as compared to the topdown. This may have to do with the fact that jitter is much more apparent to the eye when a camera is moving in a planar fashion. Film panning-dolly shots are notorious for showing strobing if the movement is too fast, but then they are locked to between 24fps, whereas a 60fps game or 30fps interlaced footage is much more tolerant here.  My railshooter sequences may in fact be exhibiting the same level of jitter as the topdown, but could be harder to see? Not sure why but topdown and 2d is causing way more problems than 1st or 3rd person 3d for me. Jitter can be a hard thing to quantify!\r\n\r\nAlso, in this attached demo scene, the camera script is running in the standard _process loop which makes the player seem more jittery. Whereas if you change this to _physics_process loop the player feels much smoother, but the surrounding scene jerks much more. I will post some links to my game on youtube, where this is more apparent. I would imagine that this is the renderer and physics steps getting out of synch?\r\n\r\n\r\n**Steps to reproduce:**\r\n\r\n- run the attached demo scene and use the arrow keys to navigate. Also try changing the standard _process to _physics_process and switching the camera to the static one. Persistent jitter is seen in all 3\r\nmodes of the 3 machines I have recently tested on.\r\n\r\nBtw, I intentionally added SSAO and a directional shadow to tax the scene a bit more and lower the fps.\r\n\r\nWould be interested to see if any devs can get this scene to play smoothly for them and any ideas for fixes, on an engine or scene level!\r\n\r\n\r\n**Minimal reproduction project:**\r\n<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->\r\n\r\n[move_cube_jitter.zip](https://github.com/godotengine/godot/files/2089685/move_cube_jitter.zip)\r\n\r\n\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/godotengine/godot/issues/comments/396502793","html_url":"https://github.com/godotengine/godot/issues/19504#issuecomment-396502793","issue_url":"https://api.github.com/repos/godotengine/godot/issues/19504","id":396502793,"node_id":"MDEyOklzc3VlQ29tbWVudDM5NjUwMjc5Mw==","user":{"login":"kubecz3k","id":6129594,"node_id":"MDQ6VXNlcjYxMjk1OTQ=","avatar_url":"https://avatars0.githubusercontent.com/u/6129594?v=4","gravatar_id":"","url":"https://api.github.com/users/kubecz3k","html_url":"https://github.com/kubecz3k","followers_url":"https://api.github.com/users/kubecz3k/followers","following_url":"https://api.github.com/users/kubecz3k/following{/other_user}","gists_url":"https://api.github.com/users/kubecz3k/gists{/gist_id}","starred_url":"https://api.github.com/users/kubecz3k/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/kubecz3k/subscriptions","organizations_url":"https://api.github.com/users/kubecz3k/orgs","repos_url":"https://api.github.com/users/kubecz3k/repos","events_url":"https://api.github.com/users/kubecz3k/events{/privacy}","received_events_url":"https://api.github.com/users/kubecz3k/received_events","type":"User","site_admin":false},"created_at":"2018-06-12T08:04:39Z","updated_at":"2018-06-12T08:04:39Z","author_association":"MEMBER","body":"Sorry for such chain of posts, but I noticed one more thing, not sure if this is expected or not. When vsync is off some frames in the profiler dont have any information about frame time at all... I would understand if there would be no info about physics frames, but there is no info about idle frame as well:\r\n![profiler](https://user-images.githubusercontent.com/6129594/41277614-00596cf0-6e28-11e8-9709-4bcf0fb75108.gif)\r\n\r\n"}}
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