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GPU Particles 2D/3D Interpolation doesn't seem to consider Animated Velocities

Open WagnerGFX opened this issue 2 years ago • 1 comments

Godot version

v4.2.beta3; v4.2.beta.custom_build [8c7e20d97]

System information

Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)

Issue description

When particles use any of the animated velocities, they will feel like there is no interpolation.

It gets worse with lower fps and also with higher velocity forces. Although it's hard to see, it also happens on the default 30fps.

When applying an initial velocity to the particles it feels like ~~I'm seeing Flash trying to phase through a wall~~ the particles are jittering back and forth between a place they think they should be and the place they actually are supposed to be.

Using higher FPSs like 60 or 0 makes the issue go away. Disabling interpolation also stops any jittering.

Steps to reproduce

The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.

Minimal reproduction project

GPUParticles Velocity Jitter.zip

WagnerGFX avatar Oct 31 '23 01:10 WagnerGFX

Tested in v4.3-stable and v4.4-dev6. The issue is still the same.

WagnerGFX avatar Dec 15 '24 20:12 WagnerGFX