233 lines
11 KiB
Text
233 lines
11 KiB
Text
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.. _doc_jitter_stutter:
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Fixing jitter, stutter and input lag
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====================================
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What is jitter, stutter and input lag?
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--------------------------------------
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*Jitter* and *stutter* are two different alterations to visible motion of
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objects on screen that may affect a game, even when running at full speed. These
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effects are mostly visible in games where the world moves at a constant speed in
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a fixed direction, like runners or platformers.
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*Input lag* is unrelated to jitter and stutter, but is sometimes discussed
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alongside. Input lag refers to visible on-screen delay when performing actions
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with the mouse, keyboard, controller or touchscreen. It can be related to game
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code, engine code or external factors (such as hardware). Input lag is most
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noticeable in games that use the mouse to aim, such as first-person games.
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Input lag can't be completely eliminated, but it can be reduced in several ways.
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Distinguishing between jitter and stutter
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-----------------------------------------
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A game running at a normal framerate without exhibiting any effect will appear smooth:
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.. image:: img/motion_normal.gif
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A game exhibiting *jitter* will shake constantly in a very subtle way:
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.. image:: img/motion_jitter.gif
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Finally, a game exhibiting *stutter* will appear smooth, but appear to *stop* or
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*roll back a frame* every few seconds:
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.. image:: img/motion_stutter.gif
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Jitter
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------
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There can be many causes of jitter, the most typical one happens when the game
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*physics frequency* (usually 60 Hz) runs at a different resolution than the
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monitor refresh rate. Check whether your monitor refresh rate is different from
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60 Hz.
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This is generally not a problem, given that most monitors are 60 Hz, and
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starting with Godot 3.1, a frame timer was introduced that tries to synchronize
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with refresh as well as possible.
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Sometimes only some objects appear to jitter (character or background). This
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happens when they are processed in different time sources (one is processed in
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the physics step while another is processed in the idle step). Godot 3.1 does
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some improvements to this, from allowing kinematic bodies to be animated in the
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regular ``_process()`` loop, to further fixes in the frame timer.
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.. note::
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In 3D, you can use :ref:`physics interpolation <doc_physics_interpolation>`
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to mitigate physics-related jittering.
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For 2D, see `lawnjelly's smoothing-addon <https://github.com/lawnjelly/smoothing-addon>`__
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for an add-on that can be dropped into any project to enable physics interpolation.
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Stutter
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-------
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Stutter may happen due to two different reasons. The first, and most obvious
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one, is the game not being able to keep full framerate performance. Solving this
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is game specific and will require optimization.
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The second is more complicated, because it is often not associated to the engine
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or game but the underlying operating system. Here is some information regarding
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stutter on different OSs.
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On platforms that support disabling V-Sync, suttering can be made less
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noticeable by disabling V-Sync in the project settings. This will however cause
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tearing to appear, especially on monitors with low refresh rates. If your
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monitor supports it, consider enabling variable refresh rate (G-Sync/FreeSync)
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while leaving V-Sync enabled. This avoids mitigating some forms of stuttering
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without introducing tearing.
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Forcing your graphics card to use the maximum performance profile can also help
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reduce stuttering, at the cost of increased GPU power draw.
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Windows
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^^^^^^^
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Windows is known to cause stutter in windowed games. This mostly depends on the
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hardware installed, drivers version and processes running in parallel (e.g.
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having many browser tabs open may cause stutter in a running game). To avoid
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this, starting with 3.1, Godot raises the game priority to "Above Normal". This
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helps considerably but may not completely eliminate stutter.
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Eliminating this completely requires giving your game full privileges to become
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"time critical", which is not advised. Some games may do it, but it is advised
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to learn to live with this problem, as it is common for Windows games and most
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users won't play games windowed (games that are played in a window, e.g. puzzle
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games, will usually not exhibit this problem anyway).
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For fullscreen, Windows gives special priority to the game so stutter is no
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longer visible and very rare. This is how most games are played.
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Linux
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^^^^^
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Stutter may be visible on desktop Linux, but this is usually associated with
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different video drivers and compositors. Some compositors may also trigger this
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problem (e.g. KWin), so it is advised to try using a different one to rule it
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out as the cause. Some window managers such as KWin and Xfwm allow you to
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manually disable compositing, which can improve performance (at the cost of
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tearing).
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There is no workaround for driver or compositor stuttering, other than reporting
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it as an issue to the driver or compositor developers.
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`Feral GameMode <https://github.com/FeralInteractive/gamemode>`__ can be used
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to automatically apply optimizations (such as forcing the GPU performance profile)
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when running specific processes.
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macOS
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^^^^^
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Generally, macOS is stutter-free, although recently some bugs were reported when
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running on fullscreen (this is a macOS bug). If you have a machine exhibiting
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this behavior, please let us know.
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Android
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^^^^^^^
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Generally, Android is stutter and jitter-free because the running activity gets
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all the priority. That said, there may be problematic devices (older Kindle Fire
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is known to be one). If you see this problem on Android, please let us know.
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iOS
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^^^
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iOS devices are generally stutter-free, but older devices running newer versions
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of the operating system may exhibit problems. This is generally unavoidable.
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Input lag
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---------
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Project configuration
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^^^^^^^^^^^^^^^^^^^^^
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On platforms that support disabling V-Sync, input lag can be made less
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noticeable by disabling V-Sync in the project settings. This will however cause
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tearing to appear, especially on monitors with low refresh rates.
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Increasing the number of physics iterations per second can also reduce
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physics-induced input latency. This is especially noticeable when using physics
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interpolation (which improves smoothness but increases latency). To do so, set
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**Physics > Common > Physics FPS** to a value higher than the
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default ``60``, or set ``Engine.physics_fps`` at run-time in a
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script. Values that are a multiple of the monitor refresh rate (typically
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``60``) work best when physics interpolation is disabled, as they will avoid
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jitter. This means values such as ``120``, ``180`` and ``240`` are good starting
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points. As a bonus, higher physics FPSes make tunneling and physics instability
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issues less likely to occur.
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The downside of increasing physics FPS is that CPU usage will increase, which
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can lead to performance bottlenecks in games that have heavy physics simulation
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code. This can be alleviated by increasing physics FPS only in situations where
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low latency is critical, or by letting players adjust physics FPS to match their
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hardware. However, different physics FPS will lead to different outcomes in
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physics simulation, even when ``delta`` is consistently used in your game logic.
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This can give certain players an advantage over others. Therefore, allowing the
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player to change the physics FPS themselves should be avoided for competitive
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multiplayer games.
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Lastly, you can disable input buffering on a per-rendered frame basis by calling
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``Input.set_use_accumulated_input(false)`` in a script. This will make it so the
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``_input()`` and ``_unhandled_input()`` functions in your scripts are called on
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every input, rather than accumulating inputs and waiting for a frame to be
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rendered. Disabling input accumulation will increase CPU usage, so it should be
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done with caution.
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Hardware/OS-specific
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^^^^^^^^^^^^^^^^^^^^
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If your monitor supports it, consider enabling variable refresh rate
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(G-Sync/FreeSync) while leaving V-Sync enabled, then cap the framerate in the
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project settings to a slightly lower value than your monitor's maximum refresh
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rate as per `this page <https://blurbusters.com/howto-low-lag-vsync-on/>`__.
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For example, on a 144 Hz monitor, you can set the project's framerate cap to
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``141``. This may be counterintuitive at first, but capping the FPS below the
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maximum refresh rate range ensures that the OS never has to wait for vertical
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blanking to finish. This leads to *similar* input lag as V-Sync disabled with
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the same framerate cap (usually less than 1 ms greater), but without any
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tearing.
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This can be done by changing the **Debug > Settings > FPS > Force FPS** project
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setting or assigning ``Engine.target_fps`` at run-time in a script.
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On some platforms, you can also opt into a low-latency mode in the graphics
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driver options (such as the NVIDIA Control Panel on Windows). The **Ultra**
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setting will give you the lowest possible latency, at the cost of slightly lower
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average framerates. Forcing the GPU to use the maximum performance profile
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can also further reduce input lag, at the cost of higher power consumption
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(and resulting heat/fan noise).
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Finally, make sure your monitor is running at its highest possible refresh rate
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in the OS' display settings.
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Also, ensure that your mouse is configured to use its highest polling rate
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(typically 1,000 Hz for gaming mice, sometimes more). High USB polling rates can
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however result in high CPU usage, so 500 Hz may be a safer bet on low-end CPUs.
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If your mouse offers multiple :abbr:`DPI (Dots Per Inch)` settings, consider also
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`using the highest possible setting and reducing in-game sensitivity to reduce mouse latency <https://www.youtube.com/watch?v=6AoRfv9W110>`__.
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On Linux, disabling compositing in window managers that allow it (such as KWin
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or Xfwm) can reduce input lag significantly.
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Reporting jitter, stutter or input lag problems
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-----------------------------------------------
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If you are reporting a stutter or jitter problem (opening an issue) not caused
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by any of the above reasons, please specify very clearly all the information
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possible about device, operating system, driver versions, etc. This may help to
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better troubleshoot it.
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If you are reporting input lag problems, please include a capture made with a
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high speed camera (such as your phone's slow motion video mode). The capture
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**must** have both the screen and the input device visible so that the number of
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frames between an input and the on-screen result can can be counted. Also, make
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sure to mention your monitor's refresh rate and your input device's polling rate
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(especially for mice).
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Also, make sure to use the correct term (jitter, stutter, input lag) based on the
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exhibited behavior. This will help understand your issue much faster. Provide a
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project that can be used to reproduce the issue, and if possible, include a
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screen capture demonstrating the bug.
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