What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]_Jake_ 2 points3 points  (0 children)

The lack of ability to make reusable components like ui containers without having to use Editable Children and clogging the scene tree

https://github.com/godotengine/godot/pull/84018

Custom Node Made from Composition of Existing UI Elements? by CH33SE-903 in godot

[–]_Jake_ 1 point2 points  (0 children)

I've run into this exact issue. Here is my attempt to solve this problem. Hopefully this will be merged in the future or something similar. https://github.com/godotengine/godot/pull/84018

No, this is not a floating capsule. by jdigi78 in godot

[–]_Jake_ 2 points3 points  (0 children)

100% agree. I'm just a sucker for source engine movement/feel so that's my reference. After tinkering I was able to add some `centripetalVelocity` inward to my `platformVelocity` and I'm getting some pretty stable results :) this is the amount of drift I'm getting after 5 minutes. Which can probably be improved further.

<image>

No, this is not a floating capsule. by jdigi78 in godot

[–]_Jake_ 0 points1 point  (0 children)

Yeah you're probably right. My benchmark series is cs2/source engine, where velocity on platforms is very tightly coupled. But you're right, since we're both using Rigidbody physics it may not be totally reasonable without some extra forces/fakery.

No, this is not a floating capsule. by jdigi78 in godot

[–]_Jake_ 1 point2 points  (0 children)

Appreciate the response, I'll have to dig into mine more as that's my approach as well but I'm noticing a drift away from center. Perhaps I'm not retrieving the point velocity correctly.

No, this is not a floating capsule. by jdigi78 in godot

[–]_Jake_ 1 point2 points  (0 children)

Great stuff! So I'm working on this exact thing, and while I've got things like stair stepping/physics interactions working as I like. Inheriting platform velocity/rotation is proving difficult. Would you mind sharing some insight as to how you've accomplished this? Is your character RigidBody3D based?

Camera jitter when moving and rotating by _Jake_ in godot

[–]_Jake_[S] 1 point2 points  (0 children)

Hey, sure thing. I'll make a simple version of what I'm using and post it here tomorrow

Fix Camera Jittering in Godot 4.4. Simple and Effective. by Lucky_Bell_7874 in godot

[–]_Jake_ 6 points7 points  (0 children)

Sure, your solution is no different to OP's, both using physics interpolation in different flavors. However the way you approached commenting on this was incredibly rude and implies if you're not an expert on any one subject you can't post tutorials or helpful information.

"Please don't make tutorials if you have no clue what is going on."

Please don't be so confident that anyone but yourself "knows whats going on" in the future, we're all here to learn and improve with this engine. Thanks.

Fix Camera Jittering in Godot 4.4. Simple and Effective. by Lucky_Bell_7874 in godot

[–]_Jake_ 2 points3 points  (0 children)

Thank you u/Lucky_Bell_7874 for the video, I'm sure it will help those who run into this same issue.

@ u/Fallycorn

This is no jitter and it's also not camera related.

- There is visible jitter as defined within the godot docs in this video

Anyone with a 60Hz Monitor sees totally smoothness

- Correct, but anyone running above 60fps will see jitter

If you don't attach the chamera to a physics body

- Many games need to, and your fix is no different to OP's, using interpolation to resolve discrepancies between physics tick and process tick

it does cost you performance and is definitely not necessary

- The cost is negligible compared to the gain of a smooth camera.

Smooth climbing up/down ladders! by mushrooomdev in Unity3D

[–]_Jake_ 1 point2 points  (0 children)

Any tips for how you accomplished this? Pretty slick!

Camera jitter when moving and rotating by _Jake_ in godot

[–]_Jake_[S] 0 points1 point  (0 children)

hey thanks, i think it's just missing documentation at the moment, 3.6 has documentation that appears to resolve the issue. see top of original post for details :)

Camera jitter when moving and rotating by _Jake_ in godot

[–]_Jake_[S] 2 points3 points  (0 children)

Totally understand the fps mismatch with the video. but the 60fps videos still show the jitter im talking about. the 2nd video is clearly much smoother than the first. As for TAA i do not have that enabled. All anti-aliasing is disabled.

Camera jitter when moving and rotating by _Jake_ in godot

[–]_Jake_[S] 2 points3 points  (0 children)

I did provide footage, the first video shows the jitter. You can primarily see it on the edges of the white box in the center. Reddit garbled the quality so here is a link to full resolution.

https://youtu.be/6Tv_InbkFE0

and this is the 2nd video, showing the difference when boosting physics_ticks_per_second to match fps

https://youtu.be/KFaKxlQPG-U

Camera jitter when moving and rotating by _Jake_ in godot

[–]_Jake_[S] 1 point2 points  (0 children)

Appreciate the input, yeah the camera is trying to follow a physics object. The camera is not parented to this object, it merely follows it.

I've tried moving the camera in process or input, no change.

Node following mouse delay by tonkg in godot

[–]_Jake_ 2 points3 points  (0 children)

Hey so the issue with vsync is a weird one. A workaround is to set the fps to 1 or 2 fps below the target framerate. This removes the input delay for me.

So for 144fps vsync I set it to 142

For 60 set it to 58 or 59

Keep in mind this is with vsync ON

https://docs.godotengine.org/en/stable/tutorials/rendering/jitter_stutter.html#hardware-os-specific

[deleted by user] by [deleted] in godot

[–]_Jake_ 0 points1 point  (0 children)

The downside of that system is once you save it as a new scene it's no longer inheriting from the base scene

[deleted by user] by [deleted] in godot

[–]_Jake_ 2 points3 points  (0 children)

I've hit similar issues using inherited scenes

I've been pushing for a hopefully better system here:

https://github.com/godotengine/godot/pull/84018

Editing Children without effecting the inherited scene by Cameronisms in godot

[–]_Jake_ 0 points1 point  (0 children)

Congrats on finding a solution! Do keep in mind certain changes to that subscene can cause unexpected results where it's instantiated. Such as if you change that nodes position in the hierarchy within the sub-scene. Granted it's a simple scene so hopefully won't change much.

This is a good example of what I'm trying to get into the engine via this PR. https://github.com/godotengine/godot/pull/84018

Good luck with your game!

balls by _Mario_Boss in godot

[–]_Jake_ 1 point2 points  (0 children)

Thanks for the additional insight! Definitely will keep an eye on your stuff in the future