by Rachael » Thu Mar 05, 2020 4:40 am
I don't know if this has been reported before but this is an issue that has been known internally for a while now (it still should be fixed though, so this report is still valuable).
For what it's worth though - it seems to have to do with the interpolation. The interpolation code does not freeze when the console is opened, so every time the level gets rendered it renders off the tic difference between the currently rendered frame and when the last tic was supposed to be. In theory, anyway ... I've noticed that this jitter does not actually occur more than 60 fps.
I don't know if this has been reported before but this is an issue that has been known internally for a while now (it still should be fixed though, so this report is still valuable).
For what it's worth though - it seems to have to do with the interpolation. The interpolation code does not freeze when the console is opened, so every time the level gets rendered it renders off the tic difference between the currently rendered frame and when the last tic was supposed to be. In theory, anyway ... I've noticed that this jitter does not actually occur more than 60 fps.