Performance Error When Exporting to Android

Godot Version

4.7.1.rc1 standard

Question

I have a 2D game that’s less than 50 MB, and even when I run it on my phone, it’s laggy, with low FPS for things like jumps and movement. But in my opinion, the animation layers are working normally, without them. Also, I measured my phone’s FPS and it was 120 FPS. The game has V-Sync enabled, the overall FPS rate, and physics enabled, but it’s below 60 FPS with interpolation. The GPT chat mentioned something about it being a bug in version 4.7, and it was fixed in 4.7.1.rc1. Here’s the GPT text:

"Yes: In Godot 4.7.1 RC1 there is a change that can directly affect how movement is perceived, but I didn’t find that this version deliberately limits physics or FPS.

The relevant fix is:

“Fix previous transform being remembered for 2 frames after the instance stops moving.”

" In Godot 4.7, there was a rendering bug where an object’s previous transformation could persist for an additional frame, even after stopping. The patch notes also indicate that it needed fixing in the Mobile renderer, which is the one typically used on Android. This could cause strange movement, slight stuttering, visual lag, or a less fluid feel even if the FPS counter showed high frame rates. The fix was included in Godot 4.7.1 RC1.

The important takeaway:

Godot 4.7.1 RC1 doesn’t appear to be limiting your physics. Rather:

Godot 4.7 stable had a bug related to transformations and movement.
Godot 4.7.1 RC1 attempts to fix it.

It’s a prerelease, not a stable release, so it may still contain regressions. The Godot team specifically requests that you report any behavior that worked fine in previous versions but doesn’t in this version."

Pls help..

If your animation is working fine and the reported FPS by your phone is 120 fps then what do you mean by low FPS?

I really don’t understand it; it’s lagging, like everything else is choppy. It seems to have low FPS, the same effect. I’ll try to optimize my game in the meantime.

I’m not sure then. Check this documentation page and see if there’s anything you can do: