You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'm based on a Windows 8 laptop with an Nvidia 960m GPU, running the Godot 3 beta.
I have a simple 2 scene setup (both 3D). The first scene is the project root and the main stage.
The second scene is a 3D 'tile' containing 150+ cubes, which I translate/animate (in the _process function) along the X axis towards the camera. When this tile moves off screen, I duplicate it, place the duplicate at the top of the screen, and remove the instance that just moved of screen.
This should produce a smooth scrolling effect (60fps), and it works fairly well.
Indeed, I've used the same scheme in a Godot 2.* project, and it works well enough.
On the 3.* beta however, there appears to be a 1-2 frame pause, every time a duplicate is created.
I had a brief discussion with a few others on the Godot IRC, and they agree it sounds suspicious...
Is this something you guys are aware of?
The text was updated successfully, but these errors were encountered:
dynamite-ready
changed the title
Godot 3.0 beta performance issues, when duplicating a scene object (3D area with nested geometry nodes)
Godot 3.0 beta performance issues, when duplicating a scene node (3D area with nested geometry nodes)
Dec 13, 2017
This frame pause wil be because of remote tree activated, but was fixed turning off remote scene tree by default. Try to click in scene tree/local when playing and see if this fixes your issue.
I'm based on a Windows 8 laptop with an Nvidia 960m GPU, running the Godot 3 beta.
I have a simple 2 scene setup (both 3D). The first scene is the project root and the main stage.
The second scene is a 3D 'tile' containing 150+ cubes, which I translate/animate (in the _process function) along the X axis towards the camera. When this tile moves off screen, I duplicate it, place the duplicate at the top of the screen, and remove the instance that just moved of screen.
This should produce a smooth scrolling effect (60fps), and it works fairly well.
Indeed, I've used the same scheme in a Godot 2.* project, and it works well enough.
On the 3.* beta however, there appears to be a 1-2 frame pause, every time a duplicate is created.
I had a brief discussion with a few others on the Godot IRC, and they agree it sounds suspicious...
Is this something you guys are aware of?
The text was updated successfully, but these errors were encountered: