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Massive performance drop when modifying a tile from a disabled tilemap #89774

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MagmaGuy opened this issue Mar 22, 2024 · 3 comments · May be fixed by #89809
Open

Massive performance drop when modifying a tile from a disabled tilemap #89774

MagmaGuy opened this issue Mar 22, 2024 · 3 comments · May be fixed by #89809

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@MagmaGuy
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Tested versions

Using version 4.2.1 stable mono [b09f793]

System information

Windows 11 - Godot v.4.2.1 stable mono

Issue description

If you modify (specifically in my case delete) a tile from a disabled layer in a tilemap, you will see a massive drop in performance due to GPU computing.

I was doing this specifically to hide a layer while in debug mode. I guess I'll try to shift the layer behind other layers for now, but this solution will not work for people who might not be using multiple layers and just wished to make a tilemap temporarily invisible while still needing to modify it.

Steps to reproduce

  1. Create a tilemap, fill it with tiles 1000 x 1000
  2. Disable the layer
  3. Start removing tiles on the layer

In the Minimal Reproduction Project, you don't have to do anything, the code is already set up to automatically create the tilemap and starts a repeating task that deletes a tile every 2 seconds. Just boot the demo and check the profiler.

Minimal reproduction project (MRP)

Godot_MRP.zip

@AThousandShips
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Can you try this in 4.2.2.rc2 or 4.3.dev5?

@MagmaGuy
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Can you try this in 4.2.2.rc2 or 4.3.dev5?

Still there in 4.2.2.rc2 mono

image

@MagmaGuy
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It may be important to note that I specifically was testing this in compatibility mode

@kleonc kleonc linked a pull request Mar 23, 2024 that will close this issue
@AThousandShips AThousandShips added this to the 4.3 milestone Mar 23, 2024
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2 participants