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I’m starting to try my new game on other android devices than my own and I’m very disappointed with the performance. What I think is a simple 2D game is struggling with stuttering and low fps.
Since it’s my first Godot game, I’m assuming it’s due to poor programming choices and general ignorance towards Godot development, so I’m going to rewrite whatever I can to make it better, but I don’t know yet what makes it “better”.
So I’m asking this (and I’ve read the previous questions about this subject) hoping to get some guidance relating specific things, like “tweens, are they expensive?”, “resizing sprites, does it have real impact or is ti marginal?”, what are the usual fps killers? Are there instructions to avoid?
All and any advice is welcome.
If you search that text for “mobile” you will find some info.
In case you exported game for the GLES3 renderer you should absolutely try out the GLES2 renderer. (Textures need to be compressed to ETC instead of ETC2 → etc compression has to be enabled)
See also https://docs.godotengine.org/en/stable/tutorials/misc/gles2_gles3_differences.html
GLES2 requires less shader ressources which can make a difference on Android and PCs with slower graphics cards.
wombatstampede | 2020-03-10 15:47
never use light 2d in android , its very slow
supper_raptor | 2020-03-25 08:49