Open JSonaV opened 6 months ago
I have the same problem as you. And after testing, I found that if switch the rendering mode to compatibility mode, the frame rate will return to normal.
Godot 4.2.1stable - Windows 10.0.22631 - AMD Ryzen 7 4800U with Radeon Graphics
I can't reproduce this on 4.3.beta 25ff1306d (Linux).
All tests done at the default window size. Using an optimized editor build for testing (optimize=speed lto=full
).
145 tiles | 146 tiles | 147 tiles | 187 tiles |
---|---|---|---|
11957 FPS | 11594 FPS | 11503 FPS | 11400 FPS |
145 tiles | 146 tiles | 147 tiles | 187 tiles |
---|---|---|---|
595 FPS | 595 FPS | 594 FPS | 594 FPS |
145 tiles | 146 tiles | 147 tiles | 187 tiles |
---|---|---|---|
13019 FPS | 12909 FPS | 13136 FPS | 13442 FPS |
@QAQ-HYSJ Can you reproduce this in versions like 4.3-beta2? The OP stopped being able to reproduce the issue himself, which likely means it's very setup-specific.
@QAQ-HYSJ Can you reproduce this in versions like 4.3-beta2? The OP stopped being able to reproduce the issue himself, which likely means it's very setup-specific.
I'm still having issues with Godot 4.3beta2. And I'm fairly sure that this is the case only with AMD graphics cards, and probably only with integrated graphics cards. And although the frame rate is low, the system resource usage is not high. furthermore, I started dropping frames at 191 tiles not 187.
Tested versions
Tested in 4.3dev6 and 4.2.stable (reproducible in both)
System information
Godot v4.3.dev6 - Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.21912.14) - AMD Ryzen 5 5500U with Radeon Graphics (12 Threads)
Issue description
Tilemaplayer
(andTilemap
in 4.2) seems to drop your frame rate after reaching a specific tile threshold. Specifically, frame rate stays at a consistent 1000fps with 145 tiles (120 tiles in 4.2) in a scene. 2 tiles above that, the frame rate begins to drop between 60-70fps occasionally, and after 1 more, the frame rate stays at 60-70fpshttps://github.com/godotengine/godot/assets/42086815/c961b951-697a-4187-adfe-4171e9cf47c3
Steps to reproduce
Create a
tilemaplayer
and draw 145 tiles (120 tiles in 4.2) to achieve the unaffected frame rate draw 1 or 2 more tiles to achieve the occasional frame drops (consistent with both versions) draw another tile to achieve the fully affected fps which has been dropped significantlyMinimal reproduction project (MRP)
Tilemap_bug.zip