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GPUParticles2D animated particles with random offsets stutter between frames when emitted #79515
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Can you reproduce this with Interpolate disabled and Fixed FPS set to |
Yes, the behavior persists with these changes, both in editor and in debug |
This reminds me of #49767 It could be another issue with calculating random values |
Since I'm just getting into the subject, here's what I noticed. And in process(): Just like you said with the other issue:
Only this time it's about anim_offset_rand. |
Ah yes, the |
Godot version
v4.1.1.rc1.official [e709ad4]
System information
Godot v4.1.1.rc1 - Windows 10.0.22621 - Vulkan (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 30.0.101.1338) - Intel(R) Core(TM) i5-8350U CPU @ 1.70GHz (8 Threads)
Issue description
When a GPUParticles2D has a random animation offset, particles appear to suddenly switch between frames when the particles are first emitted.
CPUParticles2D do not exhibit this behavior, they exhibit what we'd expect. (Particles start on the random frame and do not change)
In the video, CPUParticles2D is on the left, and GPUParticles2D is on the right. Note the stuttering on GPUParticles2D when the particles are first emitted/spawned.
https://github.com/godotengine/godot/assets/77651264/bba15e03-a0c0-4ca0-a4d1-7b2353fb092b
This behavior is also exhibited when the project is run in debug mode.
Godot_v4.1.1-rc1_win64_A2vZtt2z8w.mp4
Notable Observations:
Setting anim_offset_min and anim_offset_max to equal values does not exhibit this stuttering behavior.
I discovered this bug in 4.1 stable while trying to pinpoint another visual bug with GPUParticles2D.
Steps to reproduce
Minimal reproduction project
ParticleAnimationOffsetIssueMRP.zip
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