Quick answer: Enable Godot's double-precision rendering path which subtracts the camera-relative origin on the CPU before sending positions to the GPU, keeping shader inputs small.
GPU jitter persists because the GPU is still 32-bit. Rebasing positions relative to the camera before the GPU sees them fixes it. Here is how.
How to fix it
1. Use the double-precision render path
A precision=double Godot build emulates large coordinates by passing camera-relative model-view matrices to the GPU, so shader vertex positions stay near zero and do not jitter.
2. Keep custom shaders camera-relative
If you write custom vertex shaders, work in view or camera-relative space rather than absolute world space so large coordinates never reach single-precision GPU math.
3. Avoid huge values in shader params
Do not pass raw large world positions into shader uniforms for effects; offset them by the camera or chunk origin first so the GPU receives small, precise numbers.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.