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SpringBoneSimulator3D Behaviour is tied to Framerate #103229

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Kekitopu opened this issue Feb 23, 2025 · 3 comments
Open

SpringBoneSimulator3D Behaviour is tied to Framerate #103229

Kekitopu opened this issue Feb 23, 2025 · 3 comments

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@Kekitopu
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Tested versions

Godot v4.4.rc1

System information

Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 32.0.15.6614) - AMD Ryzen 9 5900XT 16-Core Processor (32 threads)

Issue description

The new Spring bones are not frame independent, lower frames increase movement.

Unlocked framerate and 165 FPS
https://youtu.be/EhmwdM0wvsk

60 FPS
https://youtu.be/I_-KNPUBdtI

as you can see in the videos, I put spring bones on the characters ears, and as I lower the framerate the ears bounce more and more.

Steps to reproduce

Change the monitor's refresh rate while using Spring bones

Use arrow keys to move the cylinder on test scene

Minimal reproduction project (MRP)

sspringtest.zip

@gokiburikin
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gokiburikin commented Feb 24, 2025

The default callback modifier seems to be Idle which results in using the process delta not the physics delta. Does changing this setting to Physics on the skeleton solve the problem?

The line in question.

@Kekitopu
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Kekitopu commented Feb 24, 2025

The default callback modifier seems to be Idle which results in using the process delta not the physics delta. Does changing this setting to Physics on the skeleton solve the problem?

The line in question.

no, it made the bone behave different but there are still diferences with framerate unlocked and locked with vsync

@Kekitopu
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Callback modifier is set to physics in this video.

https://youtu.be/SVunDt78P0A

its basically the same, movement increases as framerate goes down

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