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Asked By | VeViVi76 |
Hello! I am new to godot and decided to create an editor.
When working with a compiled project, very high percentages of GPU load (Nvidia GeForce GTX 1060) were noticed. Soon after many tests, it was revealed that when creating about a hundred TextureButtons and repeatedly increasing their size, the GPU load increases to 100% (I’m not sure if this was the only reason), while the CPU is loaded by 10 - 20%. I did not find similar problems on the Internet. Please help, I need advice on how to fix this. Then I turned on low processor mode the problem was partially solved. When I don’t move these hundreds of buttons, my load drops very much, but when I move the Node in which all these buttons fit, an insane load on the video card starts (80 - 95 % ).
Godot version: v3.3.2-stable_mono_win64. I using GLES3 renderer but In use GLES2 the situation is not much better GPU load at peak reaches 70%. Window resolution: 1920x1080 ( FullScreen: off)
2d or 3d ?
3D performance and limitations — Godot Engine (3.0) documentation in English
The size of the images you use has a huge impact. don’t use animated csgmesh. 70% is too much. Even “call of duty” doesn’t use that much.
ramazan | 2022-01-28 01:26
2d
For TextureButtons I do not use animation, I just assign them a texture with the image I need and already scale the Node in which all these buttons are located
VeViVi76 | 2022-01-28 14:50