Enabling the device pixel ratio, increases the jittering.
Disabling real time shadows on the light, decreases the jittering making the animation almost fully smooth.
Thinking it might be just the performance/fps achieved. Could you enable the profiler and check the frame rate?
(sorry just saw your comment regarding performance, you already checked that, though it might make sense to check with the profiler if there is any spike on some timer)
Yeah, on our latest game, we did some extensive profiling to try to figure out why the iOS version had jittering while the Android version was smooth. We never found a solution. In that case, the game “performed” better on a cheap Huawei phone than an iPhone XS, but considering that the iPhone is five times more powerful i seriously doubt this has anything to do with actual performance
That’s probably because this is not an issue with dt inside PlayCanvas. Our current theory (or at least the theory proposed by my more knowledgeable co-workers ) is that it has something to do with how PlayCanvas instructs the browser to update the animation frames. That would explain why some browsers on some OS’es display perfectly smooth motion while others are jittering. I don’t think it’s unreasonable to assume that Chrome on Mac and iOS works differently than Chrome on Windows and Android
OK. You didn’t mention initially that your concern was IOS and Mac OS. I was reporting Windows 10 behavior. And on Windows 10, I find Chrome consistently smoother running than Firefox.
I’m not sure of the case with MacOS, but my understanding is that on iOS, Apple requires third party browsers to use one of two native browser components to render and display web content. WKWebView is the more modern and recommended default and UIWebView is the legacy option and is slower. So perhaps the issue is related to which web engine is being used by the particular browsers on iOS (and maybe even MacOS). Or more likely, the issue is how the various browsers have implemented these components.