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wiledal avatar wiledal commented on June 3, 2024 3

Temporarily resolved in v0.6.6, keeping the deterministic fixed frame approach, but bypassing interpolation for translation Will have another crack at the interpolation a later stage, just can't have a jittery mess in the main branch!

Thanks for pointing this out!

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wiledal avatar wiledal commented on June 3, 2024 2

Okay, it looks like the issue is related to the mesh offset rather than just the interpolation. Setting the positions on the RigidBody instead of the mesh resolves the jittering. Reason still unclear, but I know where to look.

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Kalmarv avatar Kalmarv commented on June 3, 2024 1

Definitely a regression, having the same issue.

Here's a reproduction in v0.6.5 - https://codesandbox.io/s/rapier-bug-981yw9

Try changing the version to v0.6.4 and it works fine

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jorjordandan avatar jorjordandan commented on June 3, 2024 1

My monitor is 60hz - Just on an iMac

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wiledal avatar wiledal commented on June 3, 2024

This is definitely due to the interpolation being applied. We need the interpolation, as it is the proper way to enable deterministic and stable results across devices and framerates. Similar implementation exists in @react-three/cannon which this was based on.

What you are recording in that video is obviously quite wrong however! Seems the high velocity causes trouble?

Edit:
@Kalmarv, ah yes it does very much jiggle around there. Not even at high velocity. The large offset after enabling debug is due to the meshes reinitiating their random offsets, unrelated, but the jiggle is an issue for sure.

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wiledal avatar wiledal commented on June 3, 2024

I wonder why this does not happen in my test-sandbox: https://codesandbox.io/s/r3f-rapier-thangs-9x4u1c?file=/src/App.tsx, nor in the demos 🤔
https://react-three-rapier.pmnd.rs/

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Kalmarv avatar Kalmarv commented on June 3, 2024

I don't think it's related the the monitor refresh rate at all, as it happens for me on my 144hz and 240hz

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