Frame time increased without a reason, inconsistently

Godot Version

v4.4.1 Mono (C#)

Question

Hi everyone!

I have no clue why frame time suddenly starts to go up? To be honest, I don’t know how and what to verify in this situation. Here’s link of the video: https://youtu.be/kX2yy8S5eyY

I’m using Godot 4.4.1 with C#, nothing advanced happening during _Process.

The most strange thing is inconsistency. It’s not hard to reproduce it, but not on every gameplay it works like that.

Currently I decided to temporarily cap my FPS and Physics tick to monitor refresh rate. But nevertheless, it happens even if I don’t do that. Also, reason why I capped FPS is visual jitter when this Frame Time happens. With capping it gets better, but doesn’t completely solve the issue.

If it matters, I have pretty powerful PC with RTX gpu, let me know if you need full details.

Please, help me.

Are the red capsules RigidBodies? If so, running into them will cause them to wake up, which will increase physics frame time (and possibly process frame time depending on what else is going on in the scene).

By default, RigidBodies sleep after some inactivity. You can double-check this by disabling the Can Sleep property on RigidBody3D and looking at frame time.

1 Like

Thanks for reply. No, those one are just standing still CharacterBody3D. I just got very lucky that spikes were triggered on the same time as I did collide with capsule, but it isn’t related, I’ve got spikes even without collision.

I actually got update on that problem.

That issue persists only on V-Sync, and I’ve got 75Hz monitor. Even if I cap my FPS to 60, I still see spikes in Profiler like that:

Jitter starts to happen when spikes appear.

So, I’ve got my Character code setup very similar to that one: Realistic Jungle Demo (Godot 4) by WrobotGames (Github link: Jungle-Demo-Setup/scripts/drone.gd at main · WrobotGames/Jungle-Demo-Setup · GitHub).
Since they are similar, I wanted to try reproduce issue on this game. Thankfully, author provided measurements, so, once I’ve got V-Sync on, after some time of playing, the same issue happens as mine. However, if I disable V-Sync, everything works smoothly.

I start to think it might be related to Nvidia, please, correct me if I’m wrong.

This is my specs:
Driver: Game Ready Driver - 581.08 - Tue Aug 19, 2025 (Please note, yesterday I upgraded driver, but issue still is the same, previous driver was 580.X)
GPU processor: NVIDIA GeForce RTX 4060 Ti
Graphics clock: 2535 MHz
CPU: AMD Ryzen 7 3700X 8-Core Processor

Seems like you’re doing something that’s making the C# garbage collector go haywire? The frame spike pattern seems to match.

The one cause I’ve seen talked about is Input.IsActionPressed() (e.g. https://www.reddit.com/r/godot/comments/17tqipk/in_c_beware_using_strings_in_inputisactionpressed/), but could be other stuff too.

Apparently, this is indeed issue with Nvidia drivers, I saw two reported issue on Github Godot’s, and one of them recommend to downgrade Nvidia drivers to 572.70: Inconsistent Rendering Issue in Editor and Game Camera · Issue #109704 · godotengine/godot · GitHub

This solves the problem with spikes and jitter.

TIL Don’t use the latest drivers :slight_smile:

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