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I am currently trying to examine the runtime behaviour of TileMap because I had performance issues in a project. Godot version is 3.1.1-stable
I have set up a test project with a single scene containing only a TileMap. Its TileSet has exactly 1 tile (8x8 image texture, no collision shape) and collision layer/mask are set to 0. Now when I test the performance with varying map sizes I get the following:
50x50 tiles: ~150 fps
100x50 tiles: ~100 fps
100x100 tiles: ~50 fps
I am pretty new to godot and I definitely have no idea what kind of work TileMap has to do every frame so it can be drawn. But my intuition says that for a pretty static object like TileMap that slowdown seems a bit much. And while I was googling for that problem I found out that people are using much larger TileMaps.
Maybe that’s just how TileMap works and 10,000 tiles is simply too much for it to handle. But even if so, I would like to know why. As mentioned above, the map never changes and has no physics interaction so drawing it should be cheap, right?
Thanks a lot!
What are your system specs? Which renderer are you using? What is the value of the
quadrant size property?
Also, how are you setting those tiles? By code or did you draw them in editor?
Zylann | 2019-10-30 13:50