Stuttering in Godot 4.5.1 on Linux

Godot Version

4.5.1

Question

Hello! I’m new to Godot, and I’ve been experiencing some stuttering in Godot while following the tutorial.
I’m not quite sure how to describe it, but I uploaded a video to YouTube to demonstrate this: https://youtu.be/7az--EqF91U

I’m on Linux Mint 22.2 with Cinnamon as my DE. My GPU is an Nvidia GeForce RTX 5060 Ti and I’m using the latest version of the 570 drivers.
Please let me know if you need additional information!

Is it stutter or jitter? First check in the profiler if you get any frame spikes. If not then it’s jitter. In that case make sure that your update rate is larger than your frame rate, or ideally that they match.

It’s also worth checking if it’s persistent between runs; you could get that kind of behavior if some other process is doing something expensive in the background, like (say) doing software updates or indexing the disk.

1 Like

Yes, it’s persistent between runs.
I tried turning on physics interpolation, and switching desktop environments (Cinnamon to XFCE) and it didn’t help.
I looked at the frame times in the profiler, and it appears that what is happening is that about once a second, the “Process Time” and “Frame Time” drop to zero.
Then, I tried disabling V-Sync, and the issue appears to go away, although it does cause my GPU to constantly be at 100% load.

What are the specs of the machine?

i think i know what is going on .

put the code in process in _physics process like this

func _physics_process(delta: float ) -> void:
 var dir := 0.0
 if input.is_action_pressed("ui_right") :
  dir = 1.0
 if input.is_action_pressed("ui_left") :
  dir = 1.0
 rotation += angular_speed * dir * delta
 var velocity := Vector2.ZERO
  if input.is_action_pressed("ui_up") :
   velocity = Vector2.UP.rotated(dir)
 position =+ velocity * delta

this should fix the stuttering (maybe)?

The code appears to be not relying on anything that physics engine does. If this is jittering, putting it in _physics_process() will just run it at physics tick pace. If that pace is out of sync with draw rate, the jittering may still happen.

1 Like

ooooo i see

I’m not sure how much info you need, so here’s inxi -b output:

System:
  Host: sunflower-field Kernel: 6.14.0-33-generic arch: x86_64 bits: 64
  Desktop: Cinnamon v: 6.4.8 Distro: Linux Mint 22.2 Zara
Machine:
  Type: Desktop System: ASUS product: N/A v: N/A serial: <superuser required>
  Mobo: ASUSTeK model: TUF GAMING B850M-PLUS WIFI v: Rev 1.xx
    serial: <superuser required> UEFI: American Megatrends v: 1078
    date: 07/14/2025
CPU:
  Info: 6-core AMD Ryzen 5 9600X [MT MCP] speed (MHz): avg: 2256
    min/max: 600/5486
Graphics:
  Device-1: NVIDIA driver: nvidia v: 570.195.03
  Device-2: AMD driver: amdgpu v: kernel
  Display: x11 server: X.Org v: 21.1.11 with: Xwayland v: 23.2.6 driver: X:
    loaded: nvidia gpu: nvidia,nvidia-nvswitch resolution: 1: 3840x2160~60Hz
    2: 1920x1200~60Hz
  API: OpenGL v: 4.6.0 compat-v: 4.5 vendor: nvidia mesa v: 570.195.03
    renderer: NVIDIA GeForce RTX 5060 Ti/PCIe/SSE2
Network:
  Device-1: Realtek RTL8125 2.5GbE driver: r8169
  Device-2: MEDIATEK MT7922 802.11ax PCI Express Wireless Network Adapter
    driver: mt7921e
  Device-3: Realtek RTL8153 Gigabit Ethernet Adapter driver: r8152 type: USB
Drives:
  Local Storage: total: 1.82 TiB used: 598.38 GiB (32.1%)
Info:
  Memory: total: 32 GiB note: est. available: 30.51 GiB used: 6.66 GiB (21.8%)
  Processes: 459 Uptime: 2h 39m Shell: Bash inxi: 3.3.34

Yeah, the jittering still happened if I put it in _physics_process(). The interesting thing to me is that even though I’m using the delta, it doesn’t seem to help.

Notice that this is from following a tutorial about instancing which doesn’t use any scripts:

This is the same project as before: https://www.youtube.com/watch?v=fkdONqEsRLA
Again, V-Sync solves the issue but I don’t want to turn V-Sync off because it puts too much load on my GPU.

I could be wrong, but it looks to me like the frame drops may be coming from collision resolution. Some of the real gaps in the frame rate look to me like they happen when a difficult unembedding situation happens.

That said, some of them seem to be in the middle of nothing.

According to the profiler, happens consistently, about once a second, which is consistent with what I see in games with V-Sync enabled. However, the fact that this is actually a noticeable stutter in Godot is a concern.

The gpu may be doing to little :smiley: . Give it more stuff to chew on.

Every single case of this type of mysterious jitter people have been complaining about - it’s always a single sprite on a blank background.