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Description
Godot version:
3.1.2 stable, GitHub master (3.2), Vulkan branch (4.0)
OS/device including version:
Windows 10 x64 v1909
Issue description:
Pretty much as soon as I made my test level larger than a single screen, I noticed something was off. After a bit of testing, I've found out what it is. It seems like any time the camera moves, there is some sort of inconsistency in the positions sprites are being rendered at, causing them to "jitter" back and forth by one pixel even though the camera is only moving in one direction.
Example gifs showing the issue:
How noticeable it is depends on circumstances. Generally, from what I've found, it's most noticeable if you have camera smoothing turned on and the smoothing speed set to a very low value, but the problem isn't related to the camera smoothing. It's also present with camera smoothing turned off, just harder to notice.
In case it was a bug that had already been fixed, I tried compiling Godot myself from both the master (presumably what will become 3.2) and vulkan (4.0?) branches to try them out, but unfortunately the problem still seems to be present in both of those. It looks a bit different in the Vulkan branch, due to what I assume is some sort of smoothing/blur filter being applied (there may be a way to turn that off, but I couldn't find it) to the background, but it is definitely still there.
Steps to reproduce:
- Start minimal reproduction project
- Run far enough to the right that the camera starts scrolling and stop.
- Watch the vertical lines of the background brick wall or the ground near the player to see the sprite jittering back and forth by one pixel until the camera fully stops
Minimal reproduction project:
godot-jitter-repro-project.zip