Godot Version
v4.7.1.stable.official [a13da4feb]
Question
Regardless of 2D or 3D, I even exported a blank app for Android just to test it. On my device, the game opens, hangs on the splash screen, and either takes 5 minutes to launch or doesn’t open at all. Until it finally loads, I experience severe lag and freezing.
I tested it on another device and it worked without any issues.
Device : Huawei MAR-LX1M (P30 Lite), MAR-L21MEA
SoC / GPU: HiSilicon Kirin 710 / ARM Mali-G51
Android : 10 (EMUI), build 10.0.0.281(C432E2R3P1)
GL driver: OpenGL ES 3.2, v1.r18p0-01rel0
Renderer : GL Compatibility (mobile also tested)
ABI : arm64-v8a
Issue: Image format RGBAFloat not supported by hardware, converting to RGBAHalf
Fires four times in a row roughly 100 ms after OnGodotMainLoopStarted, i.e. during initial resource loading rather than during gameplay.
08-31 18:45:24.762 V Godot : OnGodotMainLoopStarted
08-31 18:45:24.868 E godot : WARNING: Image format RGBAFloat not supported by hardware, converting to RGBAHalf.
08-31 18:45:24.868 E godot : at: _get_gl_image_and_format (drivers/gles3/storage/texture_storage.cpp:734)
08-31 18:45:24.869 E godot : WARNING: Image format RGBAFloat not supported by hardware, converting to RGBAHalf.
08-31 18:45:24.869 E godot : at: _get_gl_image_and_format (drivers/gles3/storage/texture_storage.cpp:734)
08-31 18:45:24.871 E godot : WARNING: Image format RGBAFloat not supported by hardware, converting to RGBAHalf.
08-31 18:45:24.871 E godot : at: _get_gl_image_and_format (drivers/gles3/storage/texture_storage.cpp:734)
08-31 18:45:24.871 E godot : WARNING: Image format RGBAFloat not supported by hardware, converting to RGBAHalf.
08-31 18:45:24.871 E godot : at: _get_gl_image_and_format (drivers/gles3/storage/texture_storage.cpp:734)