Description
Tested versions
Reproducible in v4.5-beta1
Not reproducible in v4.5-dev5
System information
Godot v4.5.beta1 - Windows 10 (build 19045) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 1650 Ti (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 threads) - 39.82 GiB memory
Issue description
I am profiling a project with ~ 1500 dynamically created collision objects (the creation is not per-frame, but some old collision geometry is deleted and some new collision geometry is created every couple of seconds in my test case). I am testing using raycasts in conjunction with our custom projectile ballistics code, with a target maximum of 2048 projectiles active at a time.
In the latest v4.5-Beta1, when testing with the Jolt 3D Physics engine, I noticed that the raycast times continued to increase. See the Output window in the following screenshot of the MRP:
Here is the (expected) behavior on the v4.5-dev5:
The execution time seems to grow linearly.
Steps to reproduce
The code runs as a tool in the MRP (attached below). The collision objects are generated dynamically, and then a bunch of raycasts are timed. Switch to the 3D preview (and scroll out a little), then make sure the Output window is visible. Every 5 seconds or so the average raycast execution time is printed in the Output. Notice that in the v4.5-Beta1 the execution time keeps increasing, but in v4.5-dev5 it hovers around a lower value (about 3 us / raycast, on my machine).
Minimal reproduction project (MRP)
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