Epic Flying Demo Camera Lag Option Causes Jitter/Stutter
Epic Flying Demo Camera Lag Option Causes Jitter/Stutter on the ship when you play in editor. I set this in blueprint in the spring arm settings that the camera is attached to.
Is there a work around for this? I really like the effect that it produces (minus the shaking of course).
I'm guessing that this is a bug?
After some investigation I think its related to the way EPIC calculates the position of the spring/camera. The method's math is based on your framerate and works well if it is stable (which is a bad assumption as framerate always drops somewhere even for a fraction of a second). If the frame rate fluctuates too much the positioning of the camera can be incorrect for a frame or two hence the stuttering. If you set a histogram based on the framerate you will notice that there is a direct correlation to 'strong' fps fluctuation and this stuttering effect although I noticed sometimes only a ~3fps fluctuation is enough to cause the problem.
In other words the stutter you see is not directly because of framerate fluctuation which mostly goes unoticed by our brain but its because the math to position the camera assumes a certain framerate to know where to place the camera and sometimes that assumption is wrong, it has nothing to do with your graphic card or drivers and everyone is affected by it if the conditions framedrop+enough speed to notice it are met.
It would be great if Epic could change the way they handle the update rate, I also love the effect!
answered Sep 01 '14 at 01:40 PM
I also have this problem when using the spring-arm for a vehicle. I replaced the interpolation code with some custom smoothing code of my own which is proven in previous projects and I also checked the algorithm using a spreadsheet model with different frame rates - which it passed.
However, I'm still seeing jittering of the camera connected to the spring-arm, albeit much reduced from the jittering produced by the standard spring-arm interpolation code.
I can only assume that the car itself is jittering about and doesn't have the smooth, linear velocity across frames that the numbers would have us believe. Is the actual rendering position of the car for any given frame the same as the physics position of the root bone?
I have an Nvidia 760M for the record.
answered Feb 13 '15 at 02:01 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here