What is even more peculiar is that I don’t have to render anything to reproduce the issue. Just the camera in the world, no mesh, no sky, etc and when I rotate left or right, randomly the frame rate dips. If I don’t VSync and I don’t lock my FPS down the jittering (lag) is more noticeable. I don’t see an issue moving forward or backwards, only rotating.
I have a damping mechanism in place for my camera movement. I thought it might be the culprit so I removed everything in my camera class except the rotation’s calculations. I’m not at my desk so this is pseudo code:
CameraTarget.X = CameraPosition.X + (radius * Sin(vRadians)) CameraTarget.Y = CameraPosition.Y + (radius * Cos(vRadians) * Cos(hRadians)) CameraTarget.Z = CameraPosition.Z + (radius * Cos(vRadians) * Sin(hRadians)) CameraUp.X = CameraPosition.X – CameraTarget.X CameraUp.Y = ABS(CameraPosition.Y + (radius * Sin(vRadians + PI / 2))) CameraUp.Z = CameraPosition.Z – CameraTarget.Z
After removing the damping code the issue still remains. It’s also worth noting that in PIX I do not have any memory or thread changes.
Any input would be greatly appreciated.