The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

+3 votes

I googled if godot has the ability to interpolate the rendering of rigidbodies and it seems like it hasn't (correct me if I'm wrong). Instead I came across a setting called "Physics Jitter fix". What does it do/mean? It has a default value of 0.5 and I have not been able to find what this means. The documentation just says "Fix to improve physics jitter, specially on monitors where refresh rate is different than physics FPS." What happens if I set it to a higher or lower value? I tried it myself but couldn't see a difference in the jitter (not that it jitters a lot in the first place).

in Engine by (20 points)

1 Answer

+1 vote

It was added in this pull request, you can look at the github page for more information about what it does.

PR: Use hysteresis for smoother physics update frequency

Issue: Fluctuating physics update count per render frame

by (96 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.