Bad tilemap pefomance on Android

I’m porting my game on mobile and tested it on my Redmi 13. Tilemaps cause fps to be much lower (90-100 fps with them hidden > 50-60 fps when they are shown). The issue is specifically with rendering, when i hide the tilemaps issue goes away. Such problems dont appear on my Intel i5 (iRIS g7 gpu) computer, so its specific to mobile platforms.

At max there are 450 tiles displayed (30x15). There are 4 tilemaps (wall → background → solid → decor) but not all tiles on them are displayed immediately (wall and background tiles wont be placed until player breaks the solid block on top of it). Changing quadrant size didnt help too. I also tried to use fully opaque version of my texture atlas, as it is stated in the docs, mobile GPUS dont like images with big transparent areas, but it didnt help too.

Any ideas?

I’m using godot 4.3.

Are you drawing these 1:1 pixel to texel scale, or are they scaled? How often are you changing tiles at runtime? I’ve found Godot’s performance on set_cell() can be pretty bad..