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Paper 2D Tilemap stutters/lags

I'm having issues with Tilemaps in 4.14. In a new editor window the tilemap behaves as expected. The texture smoothly scrolls and it looks just like I want it to.

But when launching in standalone or starting a packaged game the tilemap stutters when moving. It feels like framedrops with a sort of wavy movement over the screen, but the fps are a constant 60. The character and UI also doesn't stutter.

I recorded this short video to showcase: https://www.youtube.com/watch?v=8ci3nccn4lQ (best watched in 1080p60fps)

The stuttering isn't so noticable in the video for some reason, but when in game it is VERY noticable and makes the game unplayable.

Both recordings are 60+ fps and the camera is at a distance to the textures to achieve a pixel perfect look. The Tile Sheet texture is also conditioned. I also tested this on multiple computers already, always with the same result. I can't imagine that I'm the only person using 2D Tilemaps with the engine, so I'm a little bit confused why it's brought up almost nowhere.

Since the video doesn't really show how bad the stuttering is, here's a testmap with the problem:


I already posted this to the rendering section and the forums, but since nobody reacted and this is a bug with the engine, I hope someone will notice me in Bug Reports. Sorry if I'm breaking any rules with this. Another user has also posted something about this bug here. I think it would mean alot to the silent population of Unreal 2D devs, that Paper2D could receive some more love in the future. It's already a great platform, but kinks like this sometimes makes it frustrating to work with.

Hopefully someone can help me.

Product Version: UE 4.14
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asked Nov 24 '16 at 12:09 PM in Bug Reports

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avatar image jonaspincky Nov 27 '16 at 01:04 PM

Hey Andrew, thanks for the response :)

This is all I'm doing with the resolution. I get the biggest supported screen resolution and set it to the found resolution via console command. If it doesn't find a supported resolution it picks 1280x720 by default. If I don't call that function and simply execute the "fullscreen" command, the stuttering is actually greatly reduced so it must be my resolution function that somehow messes it up. It's now playable, allthough a slight stuttering is still there.

Is there another way to start the game in native fullscreen resolution or do I have to just start the game in default res and the player themselves have to set ther resolution in the options menu?

avatar image AndrewHurley Nov 28 '16 at 04:09 PM

I would go the route of letting the application find the best native resolution, and allowing the player to choose a different resolution via the options menu. If you know the device and the platform you are targeting, perhaps you can just have a collection of preset resolutions for the user to choose from which match the aspect ratio of the device.


Andrew Hurley

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Hello jonaspincky,

I opened up your project, and the very first thing I noticed was the UI/DPI scaling applied. Although your sprites and content were scaling correctly, the console command window and the resolution applied made me question what you are doing to the resolution for Standalone game.

Do you have a way to reproduce this issue in a new blank project using minimal content, and can you provide me with steps to do so?

It almost appears like a screen refresh rate along with aliasing issue, but it is hard to tell exactly what is occurring without being able to open the project and look at it within the editor.

Let me know if you have further questions.


Andrew Hurley

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answered Nov 25 '16 at 05:58 PM

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