Just wanted to mention that shader caching can cause a slow-down like you’re describing the first time the shader is used. In 4.1 and 4.2, it is much slower for me on web and linux builds, but not very noticeable on windows builds (haven’t had the chance to test other OS’s). I believe it is probably the same issue described here: shader compilation very slow in Compatibility renderer · Issue #86731 · godotengine/godot · GitHub
If this sounds like the issue you’re having, a workaround is to have objects with the shaders visible but offscreen during an initial loading screen, so the lag doesn’t disrupt gameplay.
but i just wonder why is that happens to me? i have used 0 shaders in my game (not including shaders that’s being just a files in assets folder and not used on any node.)
for example, here’s the bullet’s hit_point that i’m creating on the gif:
So i’m not sure what means shader here, i just don’t have it here.
I’m spawning just a cube with red Albedo Color and it freeze at this moment!
pre-spawning just reduces the freeze time but it still here.
upd_2. i have checked other Godot games exported to the Web, they all have lags like this…
If someone want to test one of the games: Project: Intellisphere by stylemistake
If the game above runs smooth for you then question is closed.
Hi, coming to this topic after my game (which is exported to Web) is lagging on startup only.
The game you linked runs very smoothly on my device (except when I get “Mission failed”, it just keeps showing me the same thing, tho I can still hear the sound effects. I think that is intended tho).
Could you find any solution btw? Or perhaps after updating godot to 4.3, your issue is fixed now?