jittery display when using mouse drag with Continuous Drag ON #39094

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opened 9 years ago by msmick · 47 comments
msmick commented 9 years ago (Migrated from localhost:3001)
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Macbook Pro 15"

16Gb 1600 ddr3 ram

nvidia geforce GT 650m 1024 MB

OSX 10.8.5 12F45

Blender 2.7 release candidate
2014-03-05 Hash 19f7f9a

When using middle mouse button to rotate the 3D environment in 3D view, encountering a vibration in the movement where the 3D grid and mouse vibrate at a very fast speed. This occurs on the default file. It's more obvious the slower you move the mouse (again with middle-scroll wheel clicked to rotate 3D view.)

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps

Macbook Pro 15" 16Gb 1600 ddr3 ram nvidia geforce GT 650m 1024 MB OSX 10.8.5 12F45 Blender 2.7 release candidate 2014-03-05 Hash 19f7f9a When using middle mouse button to rotate the 3D environment in 3D view, encountering a vibration in the movement where the 3D grid and mouse vibrate at a very fast speed. This occurs on the default file. It's more obvious the slower you move the mouse (again with middle-scroll wheel clicked to rotate 3D view.) **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps
msmick commented 9 years ago (Migrated from localhost:3001)
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Changed status to: 'Open'

Changed status to: 'Open'
msmick commented 9 years ago (Migrated from localhost:3001)
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Added subscriber: @msmick

Added subscriber: @msmick
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#39826 was marked as duplicate of this issue

#39826 was marked as duplicate of this issue
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#39709 was marked as duplicate of this issue

#39709 was marked as duplicate of this issue
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Added subscriber: @LukasTonne

Added subscriber: @LukasTonne
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This sounds very much like a hardware or driver issue.

Have you tried "Load factory defaults"? Are your drivers up to date? Maybe try a different mouse?
We need at least a test file (startup.blend, by default in /Users/<username>/Library/Application Support/Blender/2.70/config/startup.blend on OSX).

This sounds very much like a hardware or driver issue. Have you tried "Load factory defaults"? Are your drivers up to date? Maybe try a different mouse? We need at least a test file (startup.blend, by default in `/Users/<username>/Library/Application Support/Blender/2.70/config/startup.blend` on OSX).
msmick commented 9 years ago (Migrated from localhost:3001)
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I thought so too, I was reluctant to report, but I have 2.69 installed as well on the system and this doesn't happen. I will try to supply a video recording. I can't screen capture the problem unfortunately. I am not able to try with a different mouse unfortunately. With matched user preferences settings with 2.69 Im still experiencing the jittering.

I thought so too, I was reluctant to report, but I have 2.69 installed as well on the system and this doesn't happen. I will try to supply a video recording. I can't screen capture the problem unfortunately. I am not able to try with a different mouse unfortunately. With matched user preferences settings with 2.69 Im still experiencing the jittering.
msmick commented 9 years ago (Migrated from localhost:3001)
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The issue appears to be caused by the user preferences checkbox of "Continuous Grab' (under input section of preferences) Continuous grab was the default setting for both RC1 and RC2 on Mac x64 version.

Now with 'continuous grab' unchecked, I'm getting smooth behavior on rotating the 3D view. The jittery movement of the objects on screen and grid and even ghosted mouse cursor for whatever reason goes away.

I had suspected this was NOT a hardware issue because 2.69 installed it was not occurring. This was because the option was not checked in 2.69.

Once I tested in 2.69 the with continous grab checked the jittery movement did in fact occur on 2.69. It's related to the movement of the mouse rather than the button action. This is confirmed because I can select the default cube, press G and constrain to x,y,z where I can let go of buttons and the jittery movement happens.

The issue appears to be caused by the user preferences checkbox of "Continuous Grab' (under input section of preferences) Continuous grab was the default setting for both RC1 and RC2 on Mac x64 version. Now with 'continuous grab' unchecked, I'm getting smooth behavior on rotating the 3D view. The jittery movement of the objects on screen and grid and even ghosted mouse cursor for whatever reason goes away. I had suspected this was NOT a hardware issue because 2.69 installed it was not occurring. This was because the option was not checked in 2.69. Once I tested in 2.69 the with continous grab checked the jittery movement did in fact occur on 2.69. It's related to the movement of the mouse rather than the button action. This is confirmed because I can select the default cube, press G and constrain to x,y,z where I can let go of buttons and the jittery movement happens.
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Added subscriber: @ThomasDinges

Added subscriber: @ThomasDinges
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@ThomasDinges Sounds like this might be related to retina stuff perhaps? Are you able to test on a mac?

@ThomasDinges Sounds like this might be related to retina stuff perhaps? Are you able to test on a mac?
ThomasDinges was assigned by mont29 9 years ago
mont29 commented 9 years ago
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Added subscriber: @mont29

Added subscriber: @mont29
mont29 commented 9 years ago
Owner

Thomas, assigning to you in hope you'll be able to confirm or not the issue?

Thomas, assigning to you in hope you'll be able to confirm or not the issue?
mont29 changed title from jittery display when rotating 3D view (middle mouse button drag) to jittery display when using mouse drag with Continuous Drag ON 9 years ago
ThomasDinges was unassigned by mont29 9 years ago
mont29 commented 9 years ago
Owner
Added subscribers: @pancake-manicure, @jensverwiebe, @ideasman42
mont29 commented 9 years ago
Owner

◀ Merged tasks: #39709.

◀ Merged tasks: #39709.
mont29 commented 9 years ago
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Added subscriber: @OlliPikkarainen

Added subscriber: @OlliPikkarainen
mont29 commented 9 years ago
Owner

◀ Merged tasks: #39826.

◀ Merged tasks: #39826.
jensverwiebe was assigned by mont29 9 years ago
mont29 commented 9 years ago
Owner

Re-assigning to you for now, since this definitively seems to be OSX-related?

Re-assigning to you for now, since this definitively seems to be OSX-related?
mont29 commented 9 years ago
Owner
link from #39826: http://smoothmouse.com/forum/topic/309-jumpy-mouse-in-blender-with-continuous-grab/
Owner

@msmick, are you using SmoothMouse?

@msmick, are you using SmoothMouse?
Owner

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
ideasman42 closed this issue 9 years ago
Owner

no response, closing.

no response, closing.
Owner

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'
ideasman42 reopened this issue 8 years ago
Owner

Since there are enough similar reports, keeping it open.

Since there are enough similar reports, keeping it open.

Hey Campbell, glad to see this re-opened. I can confirm that it happened to me with SmoothMouse activated, with continuous grab enabled. One thing to point out is that for any users of SmoothMouse, continuous grab is enabled by default, which breaks Blender for anyone who doesn't know how to fix it.

Hey Campbell, glad to see this re-opened. I can confirm that it happened to me with SmoothMouse activated, with continuous grab enabled. One thing to point out is that for any users of SmoothMouse, continuous grab is enabled by default, which breaks Blender for anyone who doesn't know how to fix it.
Owner

@pancake-manicure: smoothmouse calls its self an experimental project, and it has problems with games too http://dae.me/blog/1526/what-to-expect-from-smoothmouse/

So it's just an unsupported configuration.


However it seems theres still some problems on OSX, even without smooth-mouse.

@pancake-manicure: smoothmouse calls its self an **experimental project**, and it has problems with games too http://dae.me/blog/1526/what-to-expect-from-smoothmouse/ So it's just an unsupported configuration. ---- However it seems theres still some problems on OSX, even without smooth-mouse.
Ton commented 8 years ago
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Added subscriber: @Ton

Added subscriber: @Ton
Ton commented 8 years ago
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No it's 90% sure our fault. In 2.75 rc I still get problems with the cont grab here. Warping mouse pointers is fishy in OS X.
I don't have time to test this unfortunately...

No it's 90% sure our fault. In 2.75 rc I still get problems with the cont grab here. Warping mouse pointers is fishy in OS X. I don't have time to test this unfortunately...
fjuhec commented 8 years ago

Added subscriber: @fjuhec

Added subscriber: @fjuhec
fjuhec commented 8 years ago

I don't use smoothmouse but I use Screen Sharing to connect from Mac to Mac and this issue happens when remotely connected.
Continuous Grab and Screen Sharing don't mix well at all.

I don't use smoothmouse but I use Screen Sharing to connect from Mac to Mac and this issue happens when remotely connected. Continuous Grab and Screen Sharing don't mix well at all.
Owner

@fjuhec, using any remove desktop is likely to fail too (VNC, screen-sharing etc...)

Can anyone redo this problem with a 'normal' configuration?

(That is regular mouse, no customized drivers, no remote desktop)

@fjuhec, using any remove desktop is likely to fail too (VNC, screen-sharing etc...) Can anyone redo this problem with a 'normal' configuration? *(That is regular mouse, no customized drivers, no remote desktop)*
fjuhec commented 8 years ago

@ideasman42 , yes, of course there are issues with other remote desktop applications on other OS but only when the mouse gets out of the 3D view region and goes to the other side.
In Mac it's much worse, it works bad from the start when the mouse is still inside the region. This works ok on other remote desktop and OS. I think it indicates something and remote desktop is an easy way to see the issue.

@ideasman42 , yes, of course there are issues with other remote desktop applications on other OS but only when the mouse gets out of the 3D view region and goes to the other side. In Mac it's much worse, it works bad from the start when the mouse is still inside the region. This works ok on other remote desktop and OS. I think it indicates something and remote desktop is an easy way to see the issue.
jensverwiebe removed their assignment 8 years ago
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Removed subscriber: @jensverwiebe

Removed subscriber: @jensverwiebe
MartijnBerger was assigned by jensverwiebe 8 years ago
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Added subscriber: @Blendify

Added subscriber: @Blendify
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Can this be closed since no one seems to be able to reproduce without using things like desktop sharing and smooth mouse?

Can this be closed since no one seems to be able to reproduce without using things like desktop sharing and smooth mouse?
Owner

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
ideasman42 closed this issue 8 years ago
Owner

We really need a reproducible test case. I have access to an OSX systems but cant redo.

This is also working for many OSX users it seems.

If there is something we can reliably redo, this can be re-opened,
but closing for now.

We really need a reproducible test case. I have access to an OSX systems but cant redo. This is also working for many OSX users it seems. If there is something we can reliably redo, this can be re-opened, but closing for now.
fjuhec commented 8 years ago

Hi,
I know it's been closed but I have been investigating the issue and found the cause to be that when other software manipulates the mouse (like Remote Desktop or Smooth Mouse) while Blender is also doing it when mouse grab is enabled, [event deltaX/Y] no longer has a valid value as it now has an accumulated delta because of conflicting mouse positions (Blender is forcing the starting position or warping it so the event delta is relative to the original or warped position, not the previous one).

Here is a patch that somehow fixes the issue, at least in the systems I tested with Remote Desktop, not tested with Smooth Mouse or retina Mac.
Maybe it needs further investigation but it might be a good starting point if you want.

diff --git a/intern/ghost/intern/GHOST_SystemCocoa.h b/intern/ghost/intern/GHOST_SystemCocoa.h
index 3d6b40e..d216378 100644
--- a/intern/ghost/intern/GHOST_SystemCocoa.h
+++ b/intern/ghost/intern/GHOST_SystemCocoa.h
@@ -296,6 +296,8 @@ protected:
 	 * Needed because cocoa event delta cursor move takes setCursorPosition changes too.
 	 */
 	GHOST_TInt32 m_cursorDelta_x, m_cursorDelta_y;
+	GHOST_TInt32 m_cursorPrevDelta_x, m_cursorPrevDelta_y;
+	float m_cursorPrevLocation_x, m_cursorPrevLocation_y;
 	
 	/** Multitouch trackpad availability */
 	bool m_hasMultiTouchTrackpad;
diff --git a/intern/ghost/intern/GHOST_SystemCocoa.mm b/intern/ghost/intern/GHOST_SystemCocoa.mm
index b9686e5..6d2c2dc 100644
--- a/intern/ghost/intern/GHOST_SystemCocoa.mm
+++ b/intern/ghost/intern/GHOST_SystemCocoa.mm
@@ -349,6 +349,10 @@ GHOST_SystemCocoa::GHOST_SystemCocoa()
 	m_modifierMask =0;
 	m_cursorDelta_x=0;
 	m_cursorDelta_y=0;
+	m_cursorPrevDelta_x=0;
+	m_cursorPrevDelta_y=0;
+	m_cursorPrevLocation_x=0;
+	m_cursorPrevLocation_y=0;
 	m_outsideLoopEventProcessed = false;
 	m_needDelayedApplicationBecomeActiveEventProcessing = false;
 	m_displayManager = new GHOST_DisplayManagerCocoa ();
@@ -1311,6 +1315,29 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
 					grab_mode = GHOST_kGrabDisable;
 				}
 
+				NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream];
+				GHOST_TInt32 x_mouseDiff = mousePos.x - m_cursorPrevLocation_x;
+				GHOST_TInt32 y_mouseDiff = mousePos.y - m_cursorPrevLocation_y;
+				// Check if the mouse has been hijacked by an external program like Remote desktop
+				// When the mouse is hijacked mouseDiff is not 0 but there are cases where the hijacked event
+				// is split in two, that is handled by cursorPrevDelta
+				if ((x_mouseDiff != 0 || y_mouseDiff != 0 || m_cursorPrevDelta_x != 0 || m_cursorPrevDelta_y != 0)
+						&& window->getCursorGrabModeIsWarp()) {
+					grab_mode = GHOST_kGrabDisable;
+					window->setCursorGrabAccum(0, 0);
+					if (x_mouseDiff != 0 || y_mouseDiff != 0) {
+						m_cursorPrevDelta_x=x_mouseDiff - [event deltaX];
+						m_cursorPrevDelta_y=y_mouseDiff + [event deltaY];
+					} else {
+						m_cursorPrevDelta_x=0;
+						m_cursorPrevDelta_y=0;
+					}
+					m_cursorDelta_x=0;
+					m_cursorDelta_y=0;
+				}
+				m_cursorPrevLocation_x=mousePos.x;
+				m_cursorPrevLocation_y=mousePos.y;
+
 				switch (grab_mode) {
 					case GHOST_kGrabHide: //Cursor hidden grab operation : no cursor move
 					{
@@ -1329,7 +1356,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
 					}
 					case GHOST_kGrabWrap: //Wrap cursor at area/window boundaries
 					{
-						NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream];
 						GHOST_TInt32 x_mouse= mousePos.x;
 						GHOST_TInt32 y_mouse= mousePos.y;
 						GHOST_TInt32 x_accum, y_accum, x_cur, y_cur, x, y;
@@ -1352,7 +1378,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
 						y_accum += -[event deltaY]-m_cursorDelta_y; //Strange Apple implementation (inverted coordinates for the deltaY) ...
 						window->setCursorGrabAccum(x_accum, y_accum);
 						
-						
 						//Warp mouse cursor if needed
 						x_mouse += [event deltaX]-m_cursorDelta_x;
 						y_mouse += -[event deltaY]-m_cursorDelta_y;
@@ -1365,6 +1390,8 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
 						//Set new cursor position
 						window->clientToScreenIntern(x_mouse, y_mouse, x_cur, y_cur);
 						setMouseCursorPosition(x_cur, y_cur); /* wrap */
+						m_cursorPrevLocation_x=x_mouse;
+						m_cursorPrevLocation_y=y_mouse;
 						
 						//Post event
 						window->getCursorGrabInitPos(x_cur, y_cur);
@@ -1375,7 +1402,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
 					default:
 					{
 						//Normal cursor operation: send mouse position in window
-						NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream];
 						GHOST_TInt32 x, y;
 						
 						window->clientToScreenIntern(mousePos.x, mousePos.y, x, y);

Hi, I know it's been closed but I have been investigating the issue and found the cause to be that when other software manipulates the mouse (like Remote Desktop or Smooth Mouse) while Blender is also doing it when mouse grab is enabled, [event deltaX/Y] no longer has a valid value as it now has an accumulated delta because of conflicting mouse positions (Blender is forcing the starting position or warping it so the event delta is relative to the original or warped position, not the previous one). Here is a patch that somehow fixes the issue, at least in the systems I tested with Remote Desktop, not tested with Smooth Mouse or retina Mac. Maybe it needs further investigation but it might be a good starting point if you want. ``` diff --git a/intern/ghost/intern/GHOST_SystemCocoa.h b/intern/ghost/intern/GHOST_SystemCocoa.h index 3d6b40e..d216378 100644 --- a/intern/ghost/intern/GHOST_SystemCocoa.h +++ b/intern/ghost/intern/GHOST_SystemCocoa.h @@ -296,6 +296,8 @@ protected: * Needed because cocoa event delta cursor move takes setCursorPosition changes too. */ GHOST_TInt32 m_cursorDelta_x, m_cursorDelta_y; + GHOST_TInt32 m_cursorPrevDelta_x, m_cursorPrevDelta_y; + float m_cursorPrevLocation_x, m_cursorPrevLocation_y; /** Multitouch trackpad availability */ bool m_hasMultiTouchTrackpad; diff --git a/intern/ghost/intern/GHOST_SystemCocoa.mm b/intern/ghost/intern/GHOST_SystemCocoa.mm index b9686e5..6d2c2dc 100644 --- a/intern/ghost/intern/GHOST_SystemCocoa.mm +++ b/intern/ghost/intern/GHOST_SystemCocoa.mm @@ -349,6 +349,10 @@ GHOST_SystemCocoa::GHOST_SystemCocoa() m_modifierMask =0; m_cursorDelta_x=0; m_cursorDelta_y=0; + m_cursorPrevDelta_x=0; + m_cursorPrevDelta_y=0; + m_cursorPrevLocation_x=0; + m_cursorPrevLocation_y=0; m_outsideLoopEventProcessed = false; m_needDelayedApplicationBecomeActiveEventProcessing = false; m_displayManager = new GHOST_DisplayManagerCocoa (); @@ -1311,6 +1315,29 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr) grab_mode = GHOST_kGrabDisable; } + NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream]; + GHOST_TInt32 x_mouseDiff = mousePos.x - m_cursorPrevLocation_x; + GHOST_TInt32 y_mouseDiff = mousePos.y - m_cursorPrevLocation_y; + // Check if the mouse has been hijacked by an external program like Remote desktop + // When the mouse is hijacked mouseDiff is not 0 but there are cases where the hijacked event + // is split in two, that is handled by cursorPrevDelta + if ((x_mouseDiff != 0 || y_mouseDiff != 0 || m_cursorPrevDelta_x != 0 || m_cursorPrevDelta_y != 0) + && window->getCursorGrabModeIsWarp()) { + grab_mode = GHOST_kGrabDisable; + window->setCursorGrabAccum(0, 0); + if (x_mouseDiff != 0 || y_mouseDiff != 0) { + m_cursorPrevDelta_x=x_mouseDiff - [event deltaX]; + m_cursorPrevDelta_y=y_mouseDiff + [event deltaY]; + } else { + m_cursorPrevDelta_x=0; + m_cursorPrevDelta_y=0; + } + m_cursorDelta_x=0; + m_cursorDelta_y=0; + } + m_cursorPrevLocation_x=mousePos.x; + m_cursorPrevLocation_y=mousePos.y; + switch (grab_mode) { case GHOST_kGrabHide: //Cursor hidden grab operation : no cursor move { @@ -1329,7 +1356,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr) } case GHOST_kGrabWrap: //Wrap cursor at area/window boundaries { - NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream]; GHOST_TInt32 x_mouse= mousePos.x; GHOST_TInt32 y_mouse= mousePos.y; GHOST_TInt32 x_accum, y_accum, x_cur, y_cur, x, y; @@ -1352,7 +1378,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr) y_accum += -[event deltaY]-m_cursorDelta_y; //Strange Apple implementation (inverted coordinates for the deltaY) ... window->setCursorGrabAccum(x_accum, y_accum); - //Warp mouse cursor if needed x_mouse += [event deltaX]-m_cursorDelta_x; y_mouse += -[event deltaY]-m_cursorDelta_y; @@ -1365,6 +1390,8 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr) //Set new cursor position window->clientToScreenIntern(x_mouse, y_mouse, x_cur, y_cur); setMouseCursorPosition(x_cur, y_cur); /* wrap */ + m_cursorPrevLocation_x=x_mouse; + m_cursorPrevLocation_y=y_mouse; //Post event window->getCursorGrabInitPos(x_cur, y_cur); @@ -1375,7 +1402,6 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr) default: { //Normal cursor operation: send mouse position in window - NSPoint mousePos = [cocoawindow mouseLocationOutsideOfEventStream]; GHOST_TInt32 x, y; window->clientToScreenIntern(mousePos.x, mousePos.y, x, y); ```

Added subscriber: @zlaughingdragon

Added subscriber: @zlaughingdragon

Even though this thread was closed the problem remains relevant.

I noticed this issue recently in my Blender version 2.75, and found this thread. Thank you for the continuous scroll fix. However, I like the feature so I was messing around figuring out answers.

It does in fact seem to have something to do with the Mac display and/or multi display configuration. Using a 40" 1920x1080p HDTV as a second monitor (main) I was getting MAJOR jitters. When disabling and then re-enabling the aforementioned continuous scroll feature, the jitter was reduced to a small vibration.

At this point I closed my macbook pro, disabling the built in display. With continuous scroll ENABLED, the issue disappeared immediately. 100% smooth motion.

Things to note:
I do not have Smooth Mouse.
I am 90% sure I do not have a retina display.
//16gb of ram, mid-2012 macbook pro.
Samsung 40" HDTV//

Even though this thread was closed the problem remains relevant. I noticed this issue recently in my Blender version 2.75, and found this thread. Thank you for the continuous scroll fix. However, I like the feature so I was messing around figuring out answers. It does in fact seem to have something to do with the Mac display and/or multi display configuration. Using a 40" 1920x1080p HDTV as a second monitor (main) I was getting MAJOR jitters. When disabling and then re-enabling the aforementioned continuous scroll feature, the jitter was reduced to a small vibration. **At this point I closed my macbook pro, disabling the built in display. With continuous scroll ENABLED, the issue disappeared immediately. 100% smooth motion.** Things to note: I do not have Smooth Mouse. I am 90% sure I do not have a retina display. //16gb of ram, mid-2012 macbook pro. Samsung 40" HDTV//
jroo-4 commented 6 years ago

Added subscriber: @jroo-4

Added subscriber: @jroo-4
jroo-4 commented 6 years ago

I'm having the same issue. Here's what I can offer:

It happens whether or not I use an external monitor.

I do have software installed for my Mouse (Steel Series Sensei) but stutter happens whether or not the software is running.

The only thing that seems to fix the issue is disabling Continuous Grab.

Blender 2.78b
MacBook Pro (Retina, 13-inch, Early 2015)
2.9 GHz Intel Core i5
16 GB 1867 MHz DDR3
Intel Iris Graphics 6100 1536 MB

Thanks.

I'm having the same issue. Here's what I can offer: It happens whether or not I use an external monitor. I do have software installed for my Mouse (Steel Series Sensei) but stutter happens whether or not the software is running. The only thing that seems to fix the issue is disabling Continuous Grab. Blender 2.78b MacBook Pro (Retina, 13-inch, Early 2015) 2.9 GHz Intel Core i5 16 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB Thanks.

Added subscriber: @MattWolcott

Added subscriber: @MattWolcott

Same here. I just got a new mouse (Logitech G502) and Blender became totally unusable during any middle button drag. Rotation view, holding Shift to move... also any mouse drag to scale parameters, they would all just jump all over the screen. HUGE movements.

I thought I would have to get another mouse, but disabling Continuous Drag solved the issue for me.

Blender 2.78c
OSX 10.12.3
NVIDIA GeForce GTX 980 Ti + GTX 980

Same here. I just got a new mouse (Logitech G502) and Blender became totally unusable during any middle button drag. Rotation view, holding Shift to move... also any mouse drag to scale parameters, they would all just jump all over the screen. HUGE movements. I thought I would have to get another mouse, but disabling Continuous Drag solved the issue for me. Blender 2.78c OSX 10.12.3 NVIDIA GeForce GTX 980 Ti + GTX 980

Added subscriber: @RobertS

Added subscriber: @RobertS

I just tried Blender 2.79b on my mother's 2014 iMac with High Sierra installed.

I brough two modern Steelseries mice with me, and both of them had jitter which rendered Blender unusable while middle dragging (or actually also scale + z + z dragging).

Then I connected a probably 15 yeard old Logitech mouse I found in a closet and used that instead. No problem.

The modern mice work on the rest of OS X, but not Blender it seems?

I just tried Blender 2.79b on my mother's 2014 iMac with High Sierra installed. I brough two modern Steelseries mice with me, and both of them had jitter which rendered Blender unusable while middle dragging (or actually also scale + z + z dragging). Then I connected a probably 15 yeard old Logitech mouse I found in a closet and used that instead. No problem. The modern mice work on the rest of OS X, but not Blender it seems?

I maybe need to start a new bug/thread, but I am still seeing this issue sometimes, even on very latest Blender on MacOS or even more so, with remote desktop/Parsec on Windows 10.

3DS Max doesn't show the same issue, only seems to be Blender.

I tried to disable continuous Grab, which helps, but I can still get stutter/jutter. If I Zoom/Pan the viewport, its shaking a bit.

Often what happens on MacOS , is my mouse/keyboard can suddenly stop responding, or like middle mouse or alt or something gets stuck.. is very odd.

I'm running Blender 3.4.1 now, on Windows 10, using Parsec and seeing the issue.
I could test Remote Desktop to see if similar or not.

I maybe need to start a new bug/thread, but I am still seeing this issue sometimes, even on very latest Blender on MacOS or even more so, with remote desktop/Parsec on Windows 10. 3DS Max doesn't show the same issue, only seems to be Blender. I tried to disable continuous Grab, which helps, but I can still get stutter/jutter. If I Zoom/Pan the viewport, its shaking a bit. Often what happens on MacOS , is my mouse/keyboard can suddenly stop responding, or like middle mouse or alt or something gets stuck.. is very odd. I'm running Blender 3.4.1 now, on Windows 10, using Parsec and seeing the issue. I could test Remote Desktop to see if similar or not.
Owner

@mattli911 best open a new report with exact details on what happens.

Also, be sure to check a daily build as well as the latest stable.

@mattli911 best open a new report with exact details on what happens. Also, be sure to check a daily build as well as the latest stable.
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Interest/Blender Asset Bundle
Interest/Collada
Interest/Compositing
Interest/Core
Interest/Cycles
Interest/Dependency Graph
Interest/Development Management
Interest/Eevee & Viewport
Interest/Freestyle
Interest/Geometry Nodes
Interest/Grease Pencil
Interest/ID Management
Interest/Images & Movies
Interest/Import/Export
Interest/Line Art
Interest/Masking
Interest/Modeling
Interest/Modifiers
Interest/Motion Tracking
Interest/Nodes & Physics
Interest/Overrides
Interest/Performance
Interest/Performance
Interest/Physics
Interest/Pipeline, Assets & I/O
Interest/Platforms, Builds, Tests & Devices
Interest/Python API
Interest/Render & Cycles
Interest/Render Pipeline
Interest/Sculpt, Paint & Texture
Interest/Text Editor
Interest/Translations
Interest/Triaging
Interest/Undo
Interest/USD
Interest/User Interface
Interest/UV Editing
Interest/VFX & Video
Interest/Video Sequencer
Interest/Virtual Reality
legacy module/Animation & Rigging
legacy module/Core
legacy module/Development Management
legacy module/Eevee & Viewport
legacy module/Grease Pencil
legacy module/Modeling
legacy module/Nodes & Physics
legacy module/Pipeline, Assets & IO
legacy module/Platforms, Builds, Tests & Devices
legacy module/Python API
legacy module/Rendering & Cycles
legacy module/Sculpt, Paint & Texture
legacy module/Triaging
legacy module/User Interface
legacy module/VFX & Video
legacy project/1.0.0-beta.2
legacy project/Asset Browser (Archived)
legacy project/BF Blender: 2.8
legacy project/BF Blender: After Release
legacy project/BF Blender: Next
legacy project/BF Blender: Regressions
legacy project/BF Blender: Unconfirmed
legacy project/Blender 2.70
legacy project/Code Quest
legacy project/Datablocks and Libraries
legacy project/Eevee
legacy project/Game Animation
legacy project/Game Audio
legacy project/Game Data Conversion
legacy project/Game Engine
legacy project/Game Logic
legacy project/Game Physics
legacy project/Game Python
legacy project/Game Rendering
legacy project/Game UI
legacy project/GPU / Viewport
legacy project/GSoC
legacy project/Infrastructure: Websites
legacy project/LibOverrides - Usability and UX
legacy project/Milestone 1: Basic, Local Asset Browser
legacy project/Nodes
legacy project/OpenGL Error
legacy project/Papercut
legacy project/Pose Library Basics
legacy project/Retrospective
legacy project/Tracker Curfew
legacy project/Wintab High Frequency
Meta/Good First Issue
Meta/Papercut
migration/requires-manual-verification
Module › Animation & Rigging
Module › Core
Module › Development Management
Module › Eevee & Viewport
Module › Grease Pencil
Module › Modeling
Module › Nodes & Physics
Module › Pipeline, Assets & IO
Module › Platforms, Builds, Tests & Devices
Module › Python API
Module › Render & Cycles
Module › Sculpt, Paint & Texture
Module › Triaging
Module › User Interface
Module › VFX & Video
Platform/FreeBSD
Platform/Linux
Platform/macOS
Platform/Windows
Priority › High
Priority › Low
Priority › Normal
Priority › Unbreak Now!
Status › Archived
Status › Confirmed
Status › Duplicate
Status › Needs Information from Developers
Status › Needs Information from User
Status › Needs Triage
Status › Resolved
Type › Bug
Type › Design
Type › Known Issue
Type › Patch
Type › Report
Type › To Do
No Milestone
No project
No Assignees
14 Participants
Notifications
Due Date

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#39094
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