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1 vote
0 answers
53 views

Fixed timestep graphics jitter

I'm trying to implement the https://gafferongames.com/post/fix_your_timestep article but I have jitter on the position interpolation. video of the problem I have the following PhysX manager class ...
1 vote
0 answers
64 views

Physics interpolation given an asynchronous physics thread

I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
1 vote
2 answers
1k views

Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?

The title says it all, but let me build more into the question: I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...
21 votes
6 answers
2k views

Data structures for interpolation and threading?

I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...