jitter_stutter.rst 11 KB

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  1. .. _doc_jitter_stutter:
  2. Fixing jitter, stutter and input lag
  3. ====================================
  4. What is jitter, stutter and input lag?
  5. --------------------------------------
  6. *Jitter* and *stutter* are two different alterations to visible motion of
  7. objects on screen that may affect a game, even when running at full speed. These
  8. effects are mostly visible in games where the world moves at a constant speed in
  9. a fixed direction, like runners or platformers.
  10. *Input lag* is unrelated to jitter and stutter, but is sometimes discussed
  11. alongside. Input lag refers to visible on-screen delay when performing actions
  12. with the mouse, keyboard, controller or touchscreen. It can be related to game
  13. code, engine code or external factors (such as hardware). Input lag is most
  14. noticeable in games that use the mouse to aim, such as first-person games.
  15. Input lag can't be completely eliminated, but it can be reduced in several ways.
  16. Distinguishing between jitter and stutter
  17. -----------------------------------------
  18. A game running at a normal framerate without exhibiting any effect will appear smooth:
  19. .. image:: img/motion_normal.gif
  20. A game exhibiting *jitter* will shake constantly in a very subtle way:
  21. .. image:: img/motion_jitter.gif
  22. Finally, a game exhibiting *stutter* will appear smooth, but appear to *stop* or
  23. *roll back a frame* every few seconds:
  24. .. image:: img/motion_stutter.gif
  25. Jitter
  26. ------
  27. There can be many causes of jitter, the most typical one happens when the game
  28. *physics frequency* (usually 60 Hz) runs at a different resolution than the
  29. monitor refresh rate. Check whether your monitor refresh rate is different from
  30. 60 Hz.
  31. This is generally not a problem, given that most monitors are 60 Hz, and
  32. starting with Godot 3.1, a frame timer was introduced that tries to synchronize
  33. with refresh as well as possible.
  34. Sometimes only some objects appear to jitter (character or background). This
  35. happens when they are processed in different time sources (one is processed in
  36. the physics step while another is processed in the idle step). Godot 3.1 does
  37. some improvements to this, from allowing kinematic bodies to be animated in the
  38. regular ``_process()`` loop, to further fixes in the frame timer.
  39. .. note::
  40. In 3D, you can use :ref:`physics interpolation <doc_physics_interpolation>`
  41. to mitigate physics-related jittering.
  42. For 2D, see `lawnjelly's smoothing-addon <https://github.com/lawnjelly/smoothing-addon>`__
  43. for an add-on that can be dropped into any project to enable physics interpolation.
  44. Stutter
  45. -------
  46. Stutter may happen due to two different reasons. The first, and most obvious
  47. one, is the game not being able to keep full framerate performance. Solving this
  48. is game specific and will require optimization.
  49. The second is more complicated, because it is often not associated to the engine
  50. or game but the underlying operating system. Here is some information regarding
  51. stutter on different OSs.
  52. On platforms that support disabling V-Sync, suttering can be made less
  53. noticeable by disabling V-Sync in the project settings. This will however cause
  54. tearing to appear, especially on monitors with low refresh rates. If your
  55. monitor supports it, consider enabling variable refresh rate (G-Sync/FreeSync)
  56. while leaving V-Sync enabled. This avoids mitigating some forms of stuttering
  57. without introducing tearing.
  58. Forcing your graphics card to use the maximum performance profile can also help
  59. reduce stuttering, at the cost of increased GPU power draw.
  60. Windows
  61. ^^^^^^^
  62. Windows is known to cause stutter in windowed games. This mostly depends on the
  63. hardware installed, drivers version and processes running in parallel (e.g.
  64. having many browser tabs open may cause stutter in a running game). To avoid
  65. this, starting with 3.1, Godot raises the game priority to "Above Normal". This
  66. helps considerably but may not completely eliminate stutter.
  67. Eliminating this completely requires giving your game full privileges to become
  68. "time critical", which is not advised. Some games may do it, but it is advised
  69. to learn to live with this problem, as it is common for Windows games and most
  70. users won't play games windowed (games that are played in a window, e.g. puzzle
  71. games, will usually not exhibit this problem anyway).
  72. For fullscreen, Windows gives special priority to the game so stutter is no
  73. longer visible and very rare. This is how most games are played.
  74. Linux
  75. ^^^^^
  76. Stutter may be visible on desktop Linux, but this is usually associated with
  77. different video drivers and compositors. Some compositors may also trigger this
  78. problem (e.g. KWin), so it is advised to try using a different one to rule it
  79. out as the cause. Some window managers such as KWin and Xfwm allow you to
  80. manually disable compositing, which can improve performance (at the cost of
  81. tearing).
  82. There is no workaround for driver or compositor stuttering, other than reporting
  83. it as an issue to the driver or compositor developers.
  84. `Feral GameMode <https://github.com/FeralInteractive/gamemode>`__ can be used
  85. to automatically apply optimizations (such as forcing the GPU performance profile)
  86. when running specific processes.
  87. macOS
  88. ^^^^^
  89. Generally, macOS is stutter-free, although recently some bugs were reported when
  90. running on fullscreen (this is a macOS bug). If you have a machine exhibiting
  91. this behavior, please let us know.
  92. Android
  93. ^^^^^^^
  94. Generally, Android is stutter and jitter-free because the running activity gets
  95. all the priority. That said, there may be problematic devices (older Kindle Fire
  96. is known to be one). If you see this problem on Android, please let us know.
  97. iOS
  98. ^^^
  99. iOS devices are generally stutter-free, but older devices running newer versions
  100. of the operating system may exhibit problems. This is generally unavoidable.
  101. Input lag
  102. ---------
  103. Project configuration
  104. ^^^^^^^^^^^^^^^^^^^^^
  105. On platforms that support disabling V-Sync, input lag can be made less
  106. noticeable by disabling V-Sync in the project settings. This will however cause
  107. tearing to appear, especially on monitors with low refresh rates.
  108. Increasing the number of physics iterations per second can also reduce
  109. physics-induced input latency. This is especially noticeable when using physics
  110. interpolation (which improves smoothness but increases latency). To do so, set
  111. **Physics > Common > Physics FPS** to a value higher than the
  112. default ``60``, or set ``Engine.physics_fps`` at run-time in a
  113. script. Values that are a multiple of the monitor refresh rate (typically
  114. ``60``) work best when physics interpolation is disabled, as they will avoid
  115. jitter. This means values such as ``120``, ``180`` and ``240`` are good starting
  116. points. As a bonus, higher physics FPSes make tunneling and physics instability
  117. issues less likely to occur.
  118. The downside of increasing physics FPS is that CPU usage will increase, which
  119. can lead to performance bottlenecks in games that have heavy physics simulation
  120. code. This can be alleviated by increasing physics FPS only in situations where
  121. low latency is critical, or by letting players adjust physics FPS to match their
  122. hardware. However, different physics FPS will lead to different outcomes in
  123. physics simulation, even when ``delta`` is consistently used in your game logic.
  124. This can give certain players an advantage over others. Therefore, allowing the
  125. player to change the physics FPS themselves should be avoided for competitive
  126. multiplayer games.
  127. Lastly, you can disable input buffering on a per-rendered frame basis by calling
  128. ``Input.set_use_accumulated_input(false)`` in a script. This will make it so the
  129. ``_input()`` and ``_unhandled_input()`` functions in your scripts are called on
  130. every input, rather than accumulating inputs and waiting for a frame to be
  131. rendered. Disabling input accumulation will increase CPU usage, so it should be
  132. done with caution.
  133. Hardware/OS-specific
  134. ^^^^^^^^^^^^^^^^^^^^
  135. If your monitor supports it, consider enabling variable refresh rate
  136. (G-Sync/FreeSync) while leaving V-Sync enabled, then cap the framerate in the
  137. project settings to a slightly lower value than your monitor's maximum refresh
  138. rate as per `this page <https://blurbusters.com/howto-low-lag-vsync-on/>`__.
  139. For example, on a 144 Hz monitor, you can set the project's framerate cap to
  140. ``141``. This may be counterintuitive at first, but capping the FPS below the
  141. maximum refresh rate range ensures that the OS never has to wait for vertical
  142. blanking to finish. This leads to *similar* input lag as V-Sync disabled with
  143. the same framerate cap (usually less than 1 ms greater), but without any
  144. tearing.
  145. This can be done by changing the **Debug > Settings > FPS > Force FPS** project
  146. setting or assigning ``Engine.target_fps`` at run-time in a script.
  147. On some platforms, you can also opt into a low-latency mode in the graphics
  148. driver options (such as the NVIDIA Control Panel on Windows). The **Ultra**
  149. setting will give you the lowest possible latency, at the cost of slightly lower
  150. average framerates. Forcing the GPU to use the maximum performance profile
  151. can also further reduce input lag, at the cost of higher power consumption
  152. (and resulting heat/fan noise).
  153. Finally, make sure your monitor is running at its highest possible refresh rate
  154. in the OS' display settings.
  155. Also, ensure that your mouse is configured to use its highest polling rate
  156. (typically 1,000 Hz for gaming mice, sometimes more). High USB polling rates can
  157. however result in high CPU usage, so 500 Hz may be a safer bet on low-end CPUs.
  158. If your mouse offers multiple :abbr:`DPI (Dots Per Inch)` settings, consider also
  159. `using the highest possible setting and reducing in-game sensitivity to reduce mouse latency <https://www.youtube.com/watch?v=6AoRfv9W110>`__.
  160. On Linux, disabling compositing in window managers that allow it (such as KWin
  161. or Xfwm) can reduce input lag significantly.
  162. Reporting jitter, stutter or input lag problems
  163. -----------------------------------------------
  164. If you are reporting a stutter or jitter problem (opening an issue) not caused
  165. by any of the above reasons, please specify very clearly all the information
  166. possible about device, operating system, driver versions, etc. This may help to
  167. better troubleshoot it.
  168. If you are reporting input lag problems, please include a capture made with a
  169. high speed camera (such as your phone's slow motion video mode). The capture
  170. **must** have both the screen and the input device visible so that the number of
  171. frames between an input and the on-screen result can can be counted. Also, make
  172. sure to mention your monitor's refresh rate and your input device's polling rate
  173. (especially for mice).
  174. Also, make sure to use the correct term (jitter, stutter, input lag) based on the
  175. exhibited behavior. This will help understand your issue much faster. Provide a
  176. project that can be used to reproduce the issue, and if possible, include a
  177. screen capture demonstrating the bug.