Quick answer: Godot 2D physics objects looking jittery at 120 / 144 / 165Hz monitors? The render rate exceeds the physics rate — without interpolation, objects step jerkily between physics ticks.
Smooth play at 60Hz but motion stutters at 144Hz on a high-refresh monitor. The physics runs at 60Hz; render frames between ticks show the same position.
Enable Physics Interpolation
Project Settings → Physics → Common → Physics Interpolation. Engine interpolates positions between physics ticks for smooth render at any rate.
Per-Node Toggle
On critical nodes, physics_interpolation_mode can be ON / OFF / INHERIT. UI usually OFF; gameplay objects ON. Mismatched modes cause inconsistent motion.
Teleport Method
For instant repositioning (respawn), call reset_physics_interpolation() after the move so the engine doesn’t interpolate from the old position.
Physics Tick Rate
You can bump physics rate (60 to 120) but at significant CPU cost. Interpolation is usually the better trade-off.
Verifying
Motion is smooth on any monitor refresh rate. Respawns / teleports snap immediately without smear.
“Render exceeds physics ticks. Enable physics interpolation for smooth motion.”
Test on a 144Hz monitor every iteration — bugs that hide at 60Hz are obvious there, and most players are now on high-refresh.