Jittering and skipped(?) frames
- Dominant language
- Kotlin
- Stars
- 3k
- Forks
- 148
- Avg merge
- 13h 44m
- Merged PRs (30d)
- 1
Description
Hello! In our dynamic scenes, I can see some korge render jittering and skipped(?) frames issues, even with simple cases. I can't see this happening on Android (Pixel 6 Pro), but we're experiencing that on JVM and native targets for Windows.
I reproduced the issue both on `4.0.0-beta` and `v4.0.0-alpha-6`.
Here's a slightly modified hello-world sample to make korge logo rotate:
```
class MyScene : Scene() {
override suspend fun SContainer.sceneMain() {
val image = image(resourcesVfs["korge.png"].readBitmap()) {
anchor(.5, .5)
scale(0.5)
position(256, 256)
}
addUpdater {
image.rotation = image.rotation + 3f.degrees
}
}
}
```
Here's a screen capture (you can see some jittering each second or so):
https://user-images.githubusercontent.com/3989453/229559424-978f5a7f-7352-4d2b-a8a0-8929b59a7dc8.mp4
Here's a slow-motion part of it:
https://user-images.githubusercontent.com/3989453/229559493-1b594064-aa8e-45e3-adc0-ddbb6615995b.mp4
And here's a slow-motion camera capture:
https://user-images.githubusercontent.com/3989453/229558904-9d870334-0361-4edc-82ec-6687ba66a0b9.mp4
Contributor guide
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Research direction
Start with the rotating-logo reproduction in the issue body and compare its behavior on JVM and native Windows targets against Android. Trace the rendering or frame-timing entry points involved in the sample; done means the rotation renders smoothly without the reported jitter or skipped frames.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- kotlin
- Domain
- game-dev, performance
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100