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

Low FPS with an empty scene on an Android device #73991

Open
stdgn opened this issue Feb 26, 2023 · 10 comments
Open

Low FPS with an empty scene on an Android device #73991

stdgn opened this issue Feb 26, 2023 · 10 comments

Comments

@stdgn
Copy link

stdgn commented Feb 26, 2023

Godot version

4.0 rc5

System information

Xiaomi redmi 9T 64GB

Issue description

There is only one camera in the scene and it shows the blank screen. When I tested this on android, it gives 22 fps. The phone I tested is the Xiaomi redmi 9T 64GB

(All settings are default in Godot)

s0

s1

s2

Steps to reproduce

N/A

Minimal reproduction project

N/A

@Zireael07
Copy link
Contributor

Is this Vulkan or GLES? What is the resolution of your device?

@YuriSizov YuriSizov changed the title Mobilde low fps issue Low FPS with an empty scene on an Android device Feb 26, 2023
@stdgn
Copy link
Author

stdgn commented Feb 26, 2023

Emin değilim ama OpenGL

phone resolution: 1080x2340

s4

s5

@YuriSizov
Copy link
Contributor

For the record, the System information section is for the device that exhibits the problem, not for your work PC.

@stdgn
Copy link
Author

stdgn commented Feb 26, 2023

How can I do it?

@YuriSizov
Copy link
Contributor

You don't need to do anything, I've already edited your report. This is just for your information in future.

@Calinou
Copy link
Member

Calinou commented Feb 26, 2023

Glow is enabled by default in the preview WorldEnvironment, and it's quite performance-intensive on integrated/mobile GPUs. Try adding a new WorldEnvironment based on the preview environment, then disable glow in the inspector when editing its Environment resource. #49736 disabled glow by default at some point, but we didn't reach an agreement on it so it wasn't merged for 4.0.

You can also try reducing 3D rendering resolution by setting Rendering > Scaling 3D > Scale to 0.5 in the advanced project settings. This can potentially help a lot in bandwidth-constrained scenarios, which includes mobile GPUs.

Note that in general, we currently expect the Forward Mobile renderer to run in a suboptimal manner on anything but high-end mobile GPUs currently (flagship devices + iOS devices). The Compatibility renderer is expected to run better on Android for now.

@stdgn
Copy link
Author

stdgn commented Feb 26, 2023

So is it enough for the desktop right now or should we wait for the next versions?

@stdgn
Copy link
Author

stdgn commented Feb 26, 2023

Is this normal?

sss

dfsd

dsfs

asd

@Zireael07
Copy link
Contributor

The fact that you get much higher fps with scaling 0.5 is normal. The way it looks... not sure

@Calinou
Copy link
Member

Calinou commented Feb 26, 2023

3D scaling isn't supported when using the OpenGL renderer yet, only Forward+ and Forward Mobile.

When using the OpenGL renderer, you'll have to use the viewport stretch mode in the project settings to scale both 2D and 3D rendering, or use a SubViewport with 3D nodes as children (with a size override) to scale only 3D rendering. This is similar to what you had to do in 3.x for resolution scaling (though the demo needs to be updated for 4.0).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants