Forward Plus Renderer causes frameskips/jitter/judder/stutter, GPU frames aren't sorted correctly on Windows
### Godot version 4.1.3 ### System information Windows 11, NVIDIA GeForce GTX 1070, i7-7700K CPU 4.20GHz, 1920x1080 60Hz IPS monitor & a 2560x1440 adaptive 100Hz monitor ### Issue description The forward plus renderer, causes jitters in movement. It's especially visible when V-Sync is switched on. This happens in 2D and 3D Those jitters are more or less pronounced, depending on which screen you use, they might not be very visible on a 60HZ screen but are still there. [!](https://user-images.githubusercontent.com/8904620/281073340-49a8af27-6859-4423-b404-df69ed453625.mp4) when i talk about "jitter" i am talking about this effect happening in the video above or clearly observable in this older video here at 5, 8, 11 and 13 seconds: [Video](https://monobyte.uber.space/jitter.webm) The problem seems to be tha tthe renderer has a cache of 4 GPU frames and that the sorting of those frames is jumbled up. So basically by design we seem to have an reoccuring order of 0, 1, 3, 2, 3, ... 4, 5, 8, 7, 8... This means some frames don't get shown, others get shown twice and the judder is caused by a step back Currently it's not clear if it's a problem with the way how the frames are put together, or if it's a driver related issue related to memory. It could be 2 bugs, as comment sin the thread show other bugs play into this ### Steps to reproduce - Simply use forward plus renderer. - Preferably use a screen with a low refresh rate, as frames are displayed longer and the jumbl
Posted by Cyangmou on Oct 29, 2023, 10:53 AM
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Forward Plus Renderer causes frameskips/jitter/judder/stutter, GPU frames aren't sorted correctly on Windows
### Godot version 4.1.3 ### System information Windows 11, NVIDIA GeForce GTX 1070, i7-7700K CPU 4.20GHz, 1920x1080 60Hz IPS monitor & a 2560x1440 adaptive 100Hz monitor ### Issue description The forward plus renderer, causes jitters in movement. It's especially visible when V-Sync is switched on. This happens in 2D and 3D Those jitters are more or less pronounced, depending on which screen you use, they might not be very visible on a 60HZ screen but are still there. [!](https://user-images.githubusercontent.com/8904620/281073340-49a8af27-6859-4423-b404-df69ed453625.mp4) when i talk about "jitter" i am talking about this effect happening in the video above or clearly observable in this older video here at 5, 8, 11 and 13 seconds: [Video](https://monobyte.uber.space/jitter.webm) The problem seems to be tha tthe renderer has a cache of 4 GPU frames and that the sorting of those frames is jumbled up. So basically by design we seem to have an reoccuring order of 0, 1, 3, 2, 3, ... 4, 5, 8, 7, 8... This means some frames don't get shown, others get shown twice and the judder is caused by a step back Currently it's not clear if it's a problem with the way how the frames are put together, or if it's a driver related issue related to memory. It could be 2 bugs, as comment sin the thread show other bugs play into this ### Steps to reproduce - Simply use forward plus renderer. - Preferably use a screen with a low refresh rate, as frames are displayed longer and the jumbl
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