Open therabug opened 11 months ago
A GT 1030[^1] is too weak to use advanced post-processing effects on, especially at high resolutions. It's handily beaten by modern integrated graphics:
Additionally, you are probably running into FPS spikes (stuttering) because your GPU is running out of VRAM. 2 GB is very little VRAM by today's standards.
[^1]: It's even worse if it's a recent GT 1030 (2 GB of VRAM), which is slower than the earlier 1 GB models due to having a weaker GPU. This 2 GB model is the one listed on the page I linked.
A GT 1030[^1] is too weak to use advanced post-processing effects on, especially at high resolutions. It's handily beaten by modern integrated graphics:
Additionally, you are probably running into FPS spikes (stuttering) because your GPU is running out of VRAM. 2 GB is very little VRAM by today's standards.
but i said in the production i do not get any fps spikes if my gpu is struggling just low fps but in debug mode huugeee fps spikes
Tested versions
all godot 4 versions
System information
Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 1030 (NVIDIA; 31.0.15.3742) - AMD Ryzen 3 1300X Quad-Core Processor (4 Threads)
Issue description
When you create high post-processing effects in Godot 4 it will create large fps spikes (doesn't mean it should perform better, i.e. it doesn't need to create large fps spikes, it needs to create low fps) but the production is fine. I tested on a better computer that computer can handle it but my computer can't.
Steps to reproduce
-Open a new project -Create some high post processing effects -And run on debug
Minimal reproduction project (MRP)
N/A