Merge pull request #58387 from lawnjelly/fti_jitter_fix
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commit
c221539207
3 changed files with 9 additions and 12 deletions
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@ -1159,7 +1159,8 @@
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<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
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[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
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[b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead.
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</member>
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<member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
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[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.
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@ -291,17 +291,6 @@ int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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float MainTimerSync::get_physics_jitter_fix() {
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// Turn off jitter fix when using fixed timestep interpolation
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// Note this shouldn't be on UNTIL 2d interpolation is implemented,
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// otherwise we will get people making 2d games with the physics_interpolation
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// set to on getting jitter fix disabled unexpectedly.
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#if 0
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if (Engine::get_singleton()->is_physics_interpolation_enabled()) {
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// would be better to write a simple bypass for jitter fix but this will do to get started
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return 0.0;
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}
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#endif
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return Engine::get_singleton()->get_physics_jitter_fix();
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}
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@ -2097,7 +2097,14 @@ SceneTree::SceneTree() {
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if (!root->get_world().is_valid()) {
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root->set_world(Ref<World>(memnew(World)));
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}
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set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
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// Always disable jitter fix if physics interpolation is enabled -
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// Jitter fix will interfere with interpolation, and is not necessary
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// when interpolation is active.
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if (is_physics_interpolation_enabled()) {
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Engine::get_singleton()->set_physics_jitter_fix(0);
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}
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// Initialize network state
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multiplayer_poll = true;
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