#How to optimise Godot?

49 messages · Page 1 of 1 (latest)

still abyss
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I'm getting 10 fps on this scene. Pls tell how to increase my fps.

silk dirge
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What are your computer specs? Cause the scene looks really simple

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Shouldn't be a real problem to render on even a low end PC

still abyss
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i5 10th gen U processor

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Nvidia MX330

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7.7 gb ram

silk dirge
# still abyss 7.7 gb ram

Are you running any other programs that need a lot of processing power? Cause again, the scene is so simple it should run no problem

still abyss
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youtube, discord

silk dirge
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Can you use the debbuger in godot to see what takes so much processing power?

still abyss
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Something weird, I switched off my power adapter

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and I got 30 fps

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wow

silk dirge
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peculiar

still abyss
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this tab?

silk dirge
still abyss
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it is empty

silk dirge
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You have to start it

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when running the game press Start

still abyss
silk dirge
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Thank you, the GPU seems to be struggeling a bit rendering everything

still abyss
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So is there any other option than upgrading my rig?

silk dirge
still abyss
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there is fog

silk dirge
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Try turning it off

still abyss
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and there sdfgi

silk dirge
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If you turn off both how good does your performance get?

still abyss
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quite a bit better

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Is there any way to have global illumination and fog without considerable performance drops, I mean my rig run valorant at 70fps, can't it run basic scene at 60fps?

silk dirge
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Yeah thats a lot better. Fog tanks you performance a lot, so does sdfgi. You can use VisibilityNotifiers to render stuff thats not in view, may help a small bit

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But otherwise probably not, I can also run graphically complex games at 60 FPS+, but using SDGFI and such in Godot drops my FPS to very low numbers. Godot simply doesn't run super fast in 3D

tardy fractal
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is your computer a laptop? or otherwise has more than one GPU?

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godot might be running on the integrated gpu not the dedicated one

still abyss
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YES

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it has 2 gpus

west agate
# still abyss Is there any way to have global illumination and fog without considerable perfor...

I don't think Valorant is a good comparison, because all their global illumination has been baked into textures and is not computed at runtime, whereas SDFGI runs in real-time and responds to scene changes and movements. If you want a level of graphical fidelity SDFGI gives you without the performance losses and your environments are static, I'd look into baking (I don't know how to do it specifically but I know it would improve performance)

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Looks like you add a LightmapGI node to your scene, and it gets baked when you run the project (?) https://docs.godotengine.org/en/latest/classes/class_lightmapgi.html

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So basically, if you are making an open world game, SDFGI is your friend, but if you're making a competitive FPS or something similar, LightmapGI is your friend

still abyss
west agate
still abyss
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so why doesn't godot get the big hype like ue5 gets?

west agate
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Probably because ue5's implementation if real-time GI is more advanced/more performant, but I agree, Godot should get more hype 😭

still abyss
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yes

still abyss
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sometimes i feel that godot is better than ue5