Desynchronisation between frame and physics intervals

UP!
:pray:

Have you tried updating physics with a fixed interval timer instead of on update?

Yes, instead of this:

world->Step(dt, velocityIterations, positionIterations);

I’ve tried this:

world->Step(1.0/60.0f, velocityIterations, positionIterations);

Similar results. I mean, It improved the fluency in my old Android device, but I still see the car stuttering/flickering when it’s moving in other Android devices, for example: Galaxy A50.

No, I meant like this


bool init()
{
    schedule(SEL_SCHEDULE(&MyScene::fixedUpdate), 1.0f / 60.0f);
    return true;
}
    
void fixedUpdate(float dt)
{
    world->Step(dt, velocityIterations, positionIterations);
}

I don’t use schedule. I use scheduleUpdate.

director->getScheduler()->scheduleUpdate(Game::getInstance(), 1, false);

void Game::update(float dt)
{
.
.
.
}

Also I’ve tried schedule :

director->getInstance()->getScheduler()->schedule(SEL_SCHEDULE(&Game::update), Game::getInstance(), 1.0f/60.0f, false);

Same results… the problem persists.