I’ve recently updated to 4.3 and I’m having issues with the editor. It is very laggy, meaning once every few minutes it freezes completely for 5-10 seconds - not even the mouse cursor moves.
The game runs pretty much the same as before, no lags, but the editor is unusable.
I’m on Windows 11, nVidia 3060 up to date.
I have tried running Godot from the command line with the argument --rendering-driver opengl3 (which forced the Rendered into compatibility mode), but there was no change in the frequency and length of freezes.
I also manually set Godot in the nVidia Control Panel to not use vSync, still no change.
4.2 runs smoothly, with no freezes and is very responsive. 4.3, on the same project, meaning no changes made to the code or the assets, is unusable.
@Calinou - I enabled Update Continuously, but I still got the freezes.
However, they seem to go away once I enabled Single Window Mode, at @nutlike4693 's suggestion, which is a shame, because I do use multiple monitors for detaching the Script Editor.
I have no tool scripts in my project.
Seeing as that’s the only fix found so far, unfortunatelly I’ll have to stick to 4.2, even though I was waiting for the TabContainer tabs tooltips for such a long time
Try setting V-Sync mode to Disabled in the Editor Settings. It should alleviate the issue with the framerate being divided by the number of windows when not in single-window mode.
Hey thanks for the suggestion.
I’ve tried with the v-sync disabled in the Editor settings, same freezes happen still (nVidia vsync was also off at this time).
Hi. Same problem as you. The editor freezes every minute and Godot remains unnresponsiveness for a few seconds. It’s unusable. I’m trying to transfer my project to Godot 4, but this way its impossible. I also tryed the tips mentioned here (v-sync, continuous update, single window…) with no results. I also have a good PC. No problems with Godot 3.5 either. Are we the onlyones suffering this?
I have since switched back to 4.2, i haven’t yet found a solution.
i’ll check future updated unless someone else finds a solution for the current build.