Godot version
4.1
System information
Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3203) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)
Issue description
When I use ResourceLoader.load_threaded_request(_scene, "", true) in 4.0.3 Stable, my set of three scenes loads in about five seconds.
When I use the same command in 4.1b3, to load the same data, the program hangs for roughly 3-5 minutes, or crashes. After spending time troubleshooting, I am left with the impression that the use_sub_threads feature seems to slow down the editor when there are heavier scenes to load.
I tried moving the level loading thread to a new thread group (the new 4.1 feature), but this threw a ton of errors dealing with the level loading being on the wrong thread.
Other things I've done to try to alleviate the issue:
- clean reimport of .godot project file
- clean export to standalone build in Windows
- disabled physics where possible
All to no avail. I'm including a smaller project so you can try to see what's happening during the ResourceLoader.load_threaded_request(level, "", true) command yourself.
I didn't change anything in my project - except upgrade to 4.1.
Possible regression?
Steps to reproduce
Download and extract the project: here
Import the project.
Load in a series of models that test the engine's ability to load a large scene.
Play the scene and notice the load speed timer in the output window.
On line 16 of BaseLevel.gd, compare the editor behavior for
ResourceLoader.load_threaded_request(level, "", true)
to
ResourceLoader.load_threaded_request(level, "", false)
Notice how there's a serious bottleneck when the use_sub_threads setting is set to 'true'.
Minimal reproduction project
Download and extract the project: here
Godot version
4.1
System information
Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3203) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)
Issue description
When I use
ResourceLoader.load_threaded_request(_scene, "", true)in 4.0.3 Stable, my set of three scenes loads in about five seconds.When I use the same command in 4.1b3, to load the same data, the program hangs for roughly 3-5 minutes, or crashes. After spending time troubleshooting, I am left with the impression that the use_sub_threads feature seems to slow down the editor when there are heavier scenes to load.
I tried moving the level loading thread to a new thread group (the new 4.1 feature), but this threw a ton of errors dealing with the level loading being on the wrong thread.
Other things I've done to try to alleviate the issue:
All to no avail. I'm including a smaller project so you can try to see what's happening during the
ResourceLoader.load_threaded_request(level, "", true)command yourself.I didn't change anything in my project - except upgrade to 4.1.
Possible regression?
Steps to reproduce
Download and extract the project: here
Import the project.
Load in a series of models that test the engine's ability to load a large scene.
Play the scene and notice the load speed timer in the output window.
On line 16 of BaseLevel.gd, compare the editor behavior for
ResourceLoader.load_threaded_request(level, "", true)to
ResourceLoader.load_threaded_request(level, "", false)Notice how there's a serious bottleneck when the use_sub_threads setting is set to 'true'.
Minimal reproduction project
Download and extract the project: here