Comments (7)
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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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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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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My monitor is 60hz - Just on an iMac
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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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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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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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Related Issues (20)
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