This question is perhaps not exclusively Defold related. Since I switched monitors from a 240Hz one to a 60Hz I’ve been noticing lots of jitter that can be seen by just animating a small sprite back and forth. After lots of testing I found out that this happens when v-sync is enabled and the application is in windowed mode. After testing several graphics drivers, monitors and machines I also tested SDL, SFML, my own GLFW/OpenGL application, Godot and Unity. It turns out Unity was the only engine that didn’t make the sprite jitter.
I have read about this being an issue in windowed application on Windows, but at first I couldn’t figure out why Unity didn’t have this problem. Then I switched from DirectX to OpenGL in Unity and experienced the exact same problem there too. Finally, I switched to Vulkan in Defold and got rid of the jitter altogether.
Do you know if this is something you have to live with when combining OpenGL, Windows, windowed mode and 60Hz v-sync? Does it have to do with Windows not recognizing the windowed OpenGL application as a game? I did notice the Windows “Game Bar / GeForce Experience” shows up when my game runs in full screen mode but not in windowed mode. However, after switching to Vulkan, it appears in windowed mode as well.
Sorry for a lengthy post, I was wondering if anyone has some insight here.