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I noticed that the delta value passed in the _process() method in GDScript doesn't always correspond to a manually computed delta (calculated by subtracting current frame and previous frame get_ticks_usec() values). This is particularly noticeable when moving the game window or the mouse cursor while it is running.
Happens both when v-sync is enabled or disabled.
Steps to reproduce
Open the MRP and run the scene
Notice how the error value (the difference between manual delta and process delta) in the console often gets over 5 ms when moving the game window continuously
This is expected, the internal delta isn't measured at the same point you are measuring time in your script. It is measured prior to _physics_process() and a bunch of processing.
Tested versions
System information
Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)
Issue description
I noticed that the delta value passed in the
_process()
method in GDScript doesn't always correspond to a manually computed delta (calculated by subtracting current frame and previous frameget_ticks_usec()
values). This is particularly noticeable when moving the game window or the mouse cursor while it is running.Happens both when v-sync is enabled or disabled.
Steps to reproduce
Minimal reproduction project (MRP)
bug_process_delta.zip
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