Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

TileMap performance degradation on MacOS using ANGLE #84591

Closed
Knight-XAura opened this issue Nov 7, 2023 · 8 comments · Fixed by #85785
Closed

TileMap performance degradation on MacOS using ANGLE #84591

Knight-XAura opened this issue Nov 7, 2023 · 8 comments · Fixed by #85785

Comments

@Knight-XAura
Copy link

Godot version

v4.2.beta5.official [4c96e96]

System information

Godot v4.2.beta5 - macOS 14.0.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, Version 14.0 (Build 23A344)) - Apple M1 (8 Threads)

Issue description

MacOS seems to have very bad TileMap performance on very small (8 tiles) tile sets. I opened same project on my lower end Windows 10 machine and it ran perfectly. Once running game seems to run fine, it's only in the editor this issue seems to occur and I've noticed it in all the Betas I worked on this project in which was Beta 2. If I use the Stable 4.1.3 that was just released the performance issue doesn't exist. This is only since Version 4.2. I know some changes came with the system and may have greatly affected performance on the MacOS systems, but not Windows. Linux is unknown.

Steps to reproduce

Create a project with a TileMap and then attach any size tile set. Select the TileMap tab at the bottom and watch the editor feel like it's gonna come to a halt.

Minimal reproduction project

N/A

@Veradictus
Copy link

Encountering this issue as well, 4.1 ran perfectly fine on MacOS, moved to Godot 4.2 beta 6 and it's absolutely atrocious. I cannot even run the game anymore and it ends up crashing. I need the 4.2 version because of per-tile flipping.

@Calinou
Copy link
Member

Calinou commented Nov 13, 2023

@Knight-XAura @Veradictus Can you try following the same steps on 4.2 dev/beta releases? You can download them here.

Also, try reproducing the issue after disabling ANGLE in the Project Settings (rendering/gl_compatibility/driver.macos to opengl3 instead of opengl3_angle). Enabling this means that Apple's own OpenGL -> Metal translation layer is used, like in 4.1.3 and prior.

@Knight-XAura
Copy link
Author

Knight-XAura commented Nov 13, 2023

It's the Renderer. Disabled ANGLE in Beta 5 (sorry it's what I had already) and it works AMAZING

@akien-mga akien-mga added this to the 4.2 milestone Nov 13, 2023
@akien-mga akien-mga changed the title TileMap Performance on MacOS TileMap performance degradation on MacOS using ANGLE Nov 13, 2023
@akien-mga akien-mga modified the milestones: 4.2, 4.3 Nov 27, 2023
@akien-mga
Copy link
Member

We won't have time to fix this for the 4.2-stable release which is imminent, but this stays a high priority issue for us to tackle in 4.3 and ideally in a 4.2.x maintenance release, as this seems to be a big issue for using TileMaps on macOS.

For 4.2, I suggest changing the rendering/gl_compatibility/driver.macos project setting to opengl3 instead of opengl3_angle for projects that need to edit TileMaps with a tight grid.

@tudor07
Copy link

tudor07 commented Dec 1, 2023

Can confirm opengl13 fixed the issue on macOS 14.1.1

@gamenerds
Copy link

gamenerds commented Jan 8, 2024

While changing to opengl3 fixed the editor lag, it makes the game crash on launch for me (M1 MBP, doesn't matter if tilemap has few or no tiles). We need some real solution to this.

@akien-mga
Copy link
Member

You both mentioned opengl13 which doesn't exist, make sure you're using opengl3.

@gamenerds
Copy link

You both mentioned opengl13 which doesn't exist, make sure you're using opengl3.

haha yes, that's the one. Edited my post.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment