Camera positional movement stutters when walking; update rate is not tied to FPS (Noticeable with VRR/VSync Off)
Zoltraak_
Core Problem:
The player's first-person camera
position
(specifically when the character is moving/walking) is not synchronized with the game's actual frame rate (FPS). Instead, its update frequency appears to lock to the monitor's refresh rate detected at the moment VRChat is launched
. Camera rotation (looking around with the mouse/cursor) is NOT affected and remains smooth.
Impact:
This desynchronization causes noticeable stuttering or jitter in the player's view
when moving
. This is most noticeable in these situations:- When FPS drops below the initial refresh rate.
- When using Variable Refresh Rate (VRR / GSync / FreeSync), as the monitor's refresh rate constantly changes but the camera's positional update rate remains fixed.
- With VSync off there's screen tearing AND stutter in camera movementbecause of the desynchronization issue.
- With VSync on, if frame times fluctuate slightly, it causes stutter in camera movement.
Specifically, this stuttering
only
affects the player's POV camera's position when moving
. Camera rotation (mouse look), other moving objects within the game world, and the UI menus remain smooth, indicating the issue is specific to the camera's positional
update logic, not its rotation or general game performance.Easy Reproduction Steps:
- Set your desktop monitor's refresh rate to a low value (e.g., 24 Hz).
- Launch VRChat and enter a world.
- While the game is running, change your desktop monitor's refresh rate to a high value (e.g., 120 Hz).
- Observe: While the game renders at the higher FPS (objects in the world will look smooth), and rotating the camera with your mouse remains smooth, the player's cameraposition (when walking forwards, backwards, or strafing)will remain jerky, updating visually at the original 24 Hz rate.
Expected Behavior:
The player's camera's positional movement (when walking) should be smooth and visually synchronized with the game's current rendering frame rate, just like camera rotation is.
Actual Behavior:
The player's camera's positional movement (when walking) feels stuttery and desynchronized from the game's performance, tied instead to the refresh rate present when the application started. Camera rotation (looking around with the mouse) remains smooth and correctly synchronized.
Supporting Evidence:
Videos were provided demonstrating the difference in camera
positional
smoothness (when the player character is moving) when launching at 120 Hz vs. launching at 24 Hz (and then changing refresh rate). Crucially, in these videos, background elements like a pendulum remained consistently smooth, and camera rotation via mouse input also remained smooth
in both scenarios, highlighting the issue's specificity to positional updates.Log In
Zoltraak_
Bumping this thread to highlight an important correction. I've updated the original bug report to clarify that the issue strictly pertains to the player camera's
positional movement when walking
, and does NOT affect camera rotation
with the mouse. My apologies for the initial misstatement. Hopefully, this helps to find or identify the bug.