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Text rendering performance low due to missing batching #19917
Godot 3.1 compiled with 54988df
OS/device including version:
Text rendering harms the FPS on Android with GLES3.
Steps to reproduce:
Minimal reproduction project:
Been discussing for a while the idea of batching text, which is also needed for other stuff such as drawing text outlines…
On Mon, Jul 2, 2018 at 2:28 PM Geequlim ***@***.***> wrote: *Godot version:* Godot 3.1 compiled with 54988df <54988df> *OS/device including version:* Android 7.1.2 Qualcomm® Adreno™ 430 GPU OpenGL ES 3.1 *Issue description:* Text rendering harms the FPS on Android with GLES3. In the screenshots below the same scene rendered with diffrent text content. More text rendered less FPS. [image: screenshot-1530551860525] <https://user-images.githubusercontent.com/6964556/42177581-ceaa8fd4-7e5f-11e8-8645-c76a087a1e3a.jpg> [image: screenshot-1530551712802] <https://user-images.githubusercontent.com/6964556/42177594-daba4cba-7e5f-11e8-91a7-01b8df5883eb.jpg> *Steps to reproduce:* - Create a RichTextLabel and fill a long text as its text - Export and run it on Android with GLES3 *Minimal reproduction project:* — You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub <#19917>, or mute the thread <https://github.com/notifications/unsubscribe-auth/AF-Z24mQHDJim8J0pn1hlZFZKjPIU9VMks5uClhRgaJpZM4U_rel> .
Here are my first results for GLES2: (batching vs master FPS with given number of "Add More Text"
1024k RAM vertex buffer
Empty: no change
100: 250 FPS
That's on Intel GPU. I should be able to test on Android but that may take me a few days.