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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.