Godot Version
4.2
Question
Can somebody explain why the FPS goes to 31 when i look at many trees in the editor and when turn to another place in the editor then it is 226 FPS. Also the GPU increases when the FPS is decreasing.
4.2
Can somebody explain why the FPS goes to 31 when i look at many trees in the editor and when turn to another place in the editor then it is 226 FPS. Also the GPU increases when the FPS is decreasing.
I can’t tell which model you’re using, but in general trees tend to have complex geometry, branches, leaves, etc… a lot of polygons in just ONE tree, let alone if you’re looking at a forest.
In general it’s better to use LODs so the distant trees have less geometry without losing quality.
Can you take a few screenshots to show us what your scene looks like? Maybe we could give you a few tips on how to improve it.
Using the “view wireframe” mode can help you deduce high-poly non-performant models.
Here’s a scene in normal mode, it’s hard to tell what is taking up the most GPU resources…
In wireframe mode we can hardly see the floor, but the Plant, Window, and Table are all hot-spots, these models are due for decimation, they must have their polygon count lowered.
Another mode to check is “Overdraw” this will highlight any models that are wasting GPU resources by being fully drawn, then painted over by other objects. If this shows consistent hot spots it’s best to enable occlusion culling.
I will make some shots later. Only thing I can mention already is that I use Proton scatter to place the trees and if I’m right, then standard this will do something with automatic LOD already?
Proton scatter uses instancing, which helps performance, but reduces the ability to use LODs significantly. If your model(s) is high poly then instancing probably will not help it’s performance.