#Performance clogged up by check_visibility and prepare_skinned_meshes
37 messages · Page 1 of 1 (latest)
yes
and i tried release mode too
that one is in release mode
but with optimizations it's similar level of speed
21 sprites isn't a lot. what adapter info do you get when you run?
INFO bevy_render::renderer: AdapterInfo { name: "Microsoft Basic Render Driver", vendor: 5140, device: 140, device_type: Cpu, backend: Dx12 }
just some quick info
i am generating textures, but that should only happen at the start once and it does not seem to be happening multiple times
but maybe there is something i don't know about with created rather than loaded textures
are you modifying the textures during runtime?
not sure then. is your code posted anywhere?
are you sure you only have 21 sprites? could you be respawning them on top of each other?
yes i'm sure
bevy egui inspector
also i forgot about 1 sprite but that's still 22
which still isn't a lot
no but i can post it
altho most of it is unrelated
definitely weird that check_visibility is getting slow. I would only expect that at high entity counts
i'll send a screenshot of the egui inspector
each of the only numbered ones is a sprite
and the sprites are
well all of them toghether are like less than half the screen
actually
even without the sprites it's still 20 fps
which is weird for a visibility issue
i'm gonna close this one because for some reason with nothing but a camera and all functions and systems removed bevy runs at 20 fps despite it being completely fine before so i must assume it's my laptop sudenly breaking partially
good luck. the "Microsoft Basic Render Driver" looked a little weird to me earlier, but I wasn't sure if that was normal for a integrated gpu