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Is this a Unity game? You don't appear to move 'smoothly' across the terrain, the character kind of very slightly stutters along (best way I can describe it is like you move in larger 'steps', as though the character is tracked every 10ms instead of 1ms, probably makes no sense). I ask if its Unity because Project Gorgon had this exact same issue when I was playing it, but they eventually managed to fix it. I believe it has something to do with high FPS and GSync/VRR. It makes me feel motion sick if I strafe next to objects close by.

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It's made in Godot 4.  But I'm not really 100% sure what you mean honestly, I do some times feels like certain actions kinda feel more stuttery than the FPS indicates, but since it's very mild for me I've kind of forgotten about it. I'll try to check against some older versions to see if I can maybe figure this out. 

Did you try enabling vsync or capping FPS or fiddling with some other settings like disabling movement wobble?

If you have any other details that might help, like if disabling any settings improves it, or if it's better/worse in certain situations, please let me know!

edit - also, I do have very limited FPS cap options right now, is it possible you have a different monitor refresh rate than any of the available options or something?

I am running at 162 FPS (165hz monitor). Project Gorgon had the issue of the objects being rendered at 50 FPS while the camera/client is infinite, so if you went above 50 FPS and the further up you went, the more noticeable the "jitter" was. Sadly their patch notes didn't provide any info on how they fixed it. Apparently it's a mismatch between the physics update frequency and the monitor's rendering frame rate.

No idea if this helps or if its true: "In Godot, character and object movements are calculated inside the fixed physics loop (_physics_process), which defaults to 60Hz (or 50Hz if tweaked). If a player has a high refresh rate monitor (e.g., 144Hz) or the game's rendering frame rate fluctuates independently, the objects update on one cadence while the camera renders on another. This makes objects appear to "stutter," jitter, or judder past the camera."

It doesn't render it unplayable for me, it's just a bit off-putting at times. Sorry to bother you with this.

I haven't fiddled with the physics speeds and stuff, but that does sound like it could be a sorta uncommon problem.

No promises I'll be able to fix it, but I'll definitely look into it if there's some sorta stuff I can tweak or presets I can make for different systems to reduce that sorta issues.

And no need to be sorry at all, thanks for letting me know about this issue, since I'm sure you're not the only one affected as well.