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Asked By | aliasbody |
Hi Everyone,
I’ve been trying out Godot and I’m interested in making a project in 3D, but I have some doubts about the 3D performance delivered and so I would need to know if this is hardware, engine or config related.
Let me explain. A few days ago I’ve tried the TPS Demo (GitHub - godotengine/tps-demo: Godot Third Person Shooter with high quality assets and lighting) but the performance was really poor, around 50Fps when not moving and facing the wall, and around 17-20 FPS when trying to play the game. Then I switched to GLES2 and the performance went up, but not by much, 50 went to 60 and 17-20 went to 20-30 (so still really slow).
Then I tried another demo, the “FPS Grenade Demo” (from here Godot FPS demo has buggy behavior of "Sticky Grenade" in 3.1 beta6 while beta4 works well · Issue #26226 · godotengine/godot · GitHub). The result was better but not by much.
So I’ve decided to try another one, this time a more “technical” one, the “3D GridMap and non GridMap Navmesh Demos” (from here GitHub - Victoralm/AGridMap_Pathfollow: 3D GridMap and non GridMap Navmesh Demos for Godot 3.1), and the result told me a very different story. When I run the GridMap version the performance was always 60Fps, but when I run the Non GridMap I would have sometimes bumps in performance decreasing up to 25 Fps.
Now, I know my hardware is not the best, but it’s still not the worst:
- MacBook Pro 15’ (2016)
- 16Gb of Ram (2133Mhz LPDDR3)
- Radeon Pro 450 2GB
Of course all of the tests were run not only in Run mode directly from the editor (with the map not visible) but also in the compiled form (aftert simple exporting).
This GPU is not the best in the Market, and it’s certainly not made for gaming, but I thought that at least some basic ones it should be able to play, and when we see what demos and full games I can run in this machine that are way more beautiful than the demos presented I start to doubt the origin of the issue.
Now, my question here is not to present flaws, but to ask for help to understand why this happens, and how I can try to solve this (either by opening a tracking issue on git or by optimizing) so I can make my 3D adventure game (think it something at the Crash Bandicoot or Spyro levels) without having to redo every level design at an advanced stage.
Tl;dr: In terms of performance what is better and why?
- GridMap for everything
- Designing everything from the Godot Editor
- Importing the level made with Blender (.dae format)
- Other?