Performance vs Unity

Godot Version

4.2.2

Question

Hey guys, I was wondering if the debugger → monitor is very accurate?

I started a new project and added 4 cubes 2 material and 1 camera onto the scene and set it to fullscreen and opened up the monitor to check things out. The CPU is amazing… 0.5ms but GPU is 5ms which is crazy. There are 30 draw calls for some reason and FPS is around 80 (i’m on a laptop with integrated graphics).

If I do the same thing in unity FPS is 300+ and GPU is 0.2ms with only 4 draw calls. Just trying to figure out whats going on lol, im new to godot.

Try compatibility mode, using OpenGL might be much faster on your integrated graphics card.

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Heck ya! That bumped me up to 700 FPS getkeno, u the man.

I noticed in forward+ the tonemapping was listed twice, each 1ms, and glow was listed once 1ms. I was able to turn off glow but tonemapping doesn’t seem to have an option for turning off?

I’ll just continue on in compatibility mode. Thanks man.

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In the world environment properties “Linear” is the “none” tonemapping. glow is pretty taxing, especially on integrated graphics I’ve noticed, so is MSAA in the project settings, but that isn’t enabled by default, just highly recommended.

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