@@ -34,7 +34,6 @@ Finally, a game exhibiting *stutter* will appear smooth, but appear to *stop* or
3434
3535.. image :: img/motion_stutter.gif
3636
37-
3837Jitter
3938------
4039
@@ -92,6 +91,11 @@ games, will usually not exhibit this problem anyway).
9291For fullscreen, Windows gives special priority to the game so stutter is no
9392longer visible and very rare. This is how most games are played.
9493
94+ When using a mouse with a polling rate of 1,000 Hz or more, consider using a
95+ fully up-to-date Windows 11 installation which comes with fixes related to high
96+ CPU utilization with high polling rate mice. These fixes are not available in
97+ Windows 10 and older versions.
98+
9599.. tip ::
96100
97101 Games should use the **Exclusive Fullscreen ** window mode, as opposed to
@@ -151,7 +155,20 @@ Project configuration
151155
152156On platforms that support disabling V-Sync, input lag can be made less
153157noticeable by disabling V-Sync in the project settings. This will however cause
154- tearing to appear, especially on monitors with low refresh rates.
158+ tearing to appear, especially on monitors with low refresh rates. It's suggested
159+ to make V-Sync available as an option for players to toggle.
160+
161+ When using the Forward+ or Mobile rendering methods, another way to reduce
162+ visual latency when V-Sync is enabled is to use double-buffered V-Sync instead
163+ of the default triple-buffered V-Sync. Since Godot 4.3, this can be achieved by
164+ reducing the **Display > Window > V-Sync > Swapchain Image Count ** project
165+ setting to ``2 ``. The downside of using double buffering is that framerate will
166+ be less stable if the display refresh rate can't be reached due to a CPU or GPU
167+ bottleneck. For instance, on a 60 Hz display, if the framerate would normally
168+ drop to 55 FPS during gameplay with triple buffering, it will have to drop down
169+ to 30 FPS momentarily with double buffering (and then go back to 60 FPS when
170+ possible). As a result, double-buffered V-Sync is only recommended if you can
171+ *consistently * reach the display refresh rate on the target hardware.
155172
156173Increasing the number of physics iterations per second can also reduce
157174physics-induced input latency. This is especially noticeable when using physics
@@ -181,6 +198,13 @@ every input, rather than accumulating inputs and waiting for a frame to be
181198rendered. Disabling input accumulation will increase CPU usage, so it should be
182199done with caution.
183200
201+ .. tip ::
202+
203+ On any Godot project, you can use the ``--disable-vsync ``
204+ :ref: `command line argument <doc_command_line_tutorial >` to forcibly disable V-Sync.
205+ Since Godot 4.2, ``--max-fps <fps> `` can also be used to set a FPS limit
206+ (``0 `` is unlimited). These arguments can be used at the same time.
207+
184208Hardware/OS-specific
185209^^^^^^^^^^^^^^^^^^^^
186210
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