Weird quick movement with Cinemachine at high FPS?

Alright so I’ve had a cinemachine switching system for a while in my game that has worked perfectly. Recently I got a new computer and it can run games at a much higher FPS.

I’m noticing this little “stutter”, but not really a stutter just like quick movement of the camera when I run the game at uncapped FPS. It’s like it’s lagging behind for half a second.

Here is a video and my settings. It is SO subtle, but can be noticeable in certain situations.

Nothing changes between these two besides the uncapped FPS.

Thanks

I don’t see it. Especially since the video is not output at 60 fps.

Check if you use non-zero damping values. Those may not work well when the framerate is unsteady - which it is when vsync is disabled.

If the target happens to be a Rigidbody character it needs to have interpolation enabled.

i know it’s so hard to see :weary_face: there are more obvious examples, but couldn’t get it.

Yeah damping is .5. So I should not use damping? Is there something else I can use instead?

It’s not a rigidbody. just an ai agent.

I’ve never used Cinemachine but it’s normal for there to be a noticeable difference with movement that involves acceleration and deceleration under different frame rates. It’s why I wouldn’t recommend using Unity’s character controller in a competitive game if wanting it to have inertia. Users with different frame rates will have a slightly different experience and even an advantage because their characters will be able to jump slightly further. Thankfully we have the physics engine, FixedUpdate and rigidbodies to get around that issue.

Yes, you should not disable vsync. Leave it enabled at all times. It’s a quality feature, that also prevents tearing and excess power/battery usage (heat, fan noise) and of course unsteady (constantly fluctuating) framerates - all those excess frames just get rendered for nothing.