-
-
Notifications
You must be signed in to change notification settings - Fork 21.6k
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
2D optimizations issue on Adreno ("SnapDragon") GPUs #73805
Comments
Have you tested both the mobile renderer and the gl_compatibility renderer? Note: you have to change the |
@clayjohn Yes, I have tested both mobile and gl_compatibility renderer. |
And you are getting exactly 9 FPS on both backends? |
@clayjohn not exactly: fps_range[9, 18] |
Can you reproduce this with a lower rendering resolution? Set the stretch mode to I get a feeling we should implement 2D resolution scaling like we did for 3D, as rendering lights at full resolution on mobile is very expensive in terms of fillrate. |
Tested on an Adreno 640 device and had a consistent 11-12 FPS, with #100302 its now locked at 60 FPS |
Godot version
4.0 rc3
System information
SD 860, SD 665, SD 662, GL/Mobile rendering device
Issue description
When any kind of 2D light is added to the scene, the frame rate drops to 9fps
Note : My device xiaomi POCO X3 Pro
Steps to reproduce
==> Running this demo on that devices will make the same issue:
https://github.com/godotengine/godot-demo-projects/tree/master/2d/lights_and_shadows
Minimal reproduction project
https://github.com/godotengine/godot-demo-projects/tree/master/2d/lights_and_shadows
The text was updated successfully, but these errors were encountered: