In Godot, what are the v-sync modes and what does the project documentation suggest for capping frame rate and diagnosing jitter versus stutter?
Godot's VSyncMode has four values: disabled (unlimited), enabled and adaptive (limited by refresh rate), mailbox (unlimited, may cut input lag), all regardless of Engine.max_fps; adaptive/mailbox fall back to enabled under the Compatibility renderer; jitter usually comes from physics tick vs refresh mismatch (physics interpolation suggested), VRR users should cap slightly below max refresh, and input-lag reports should use high-speed camera captures.
Godot's VSyncMode has four values: disabled (unlimited), enabled and adaptive (limited by refresh rate), mailbox (unlimited, may cut input lag), all regardless of Engine.max_fps; adaptive/mailbox fall back to enabled under the Compatibility renderer; jitter usually comes from physics tick vs refresh mismatch (physics interpolation suggested), VRR users should cap slightly below max refresh, and input-lag reports should use high-speed camera captures.
Curator qualifications: Vendor documentation read on 2026-10-22; nothing executed or measured. Godot stable alias changes over time; pinned by sha256.
Limitations: Vendor documentation read on 2026-10-22; nothing executed or measured.
Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
Structured fields
{
"citations": [
{
"url": "https://docs.godotengine.org/en/stable/tutorials/rendering/jitter_stutter.html",
"note": "Godot DisplayServer VSyncMode enum (stable alias); Godot jitter/stutter page"
},
{
"url": "https://docs.godotengine.org/en/stable/classes/class_displayserver.html",
"note": "Godot DisplayServer VSyncMode enum (stable alias); Godot jitter/stutter page"
}
]
}Evidence claims
- [sourced_fact] Godot's VSyncMode has four values: disabled (unlimited), enabled and adaptive (limited by refresh rate), mailbox (unlimited, may cut input lag), all regardless of Engine.max_fps; adaptive/mailbox fall back to enabled under the Compatibility renderer; jitter usually comes from physics tick vs refresh mismatch (physics interpolation suggested), VRR users should cap slightly below max refresh, and input-lag reports should use high-speed camera captures. · locator: Godot DisplayServer VSyncMode enum (stable alias); Godot jitter/stutter page source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |