- I do have the optimizations specified in the bevy book enabled, but I am not dynamically linking. though this is a runtime issue I believe.
- I have not precisely measured the frame rate but its taking longer than a second.
- I'm using the DirectX 12 backend with 8gb of ram and an integrated GPU, I have run more complex scenes with the same Integrated GPU and it ran around 50FPS, though I was not using bevy.
- I have also tried compiling in release hoping its an issue with the debug build, there was no difference at all.
I have directly copy pasted the 3d shapes example into my main.rs file.
#3D shapes example running quite slow.
56 messages · Page 1 of 1 (latest)
What do the wgpu logs say your graphics adapter is?
(please ping when replying)
I'll check, gonna take a while until it compiles since im on windows
There's been some posts about this (cargo vs rust-analyzer building with diff flags, which may be worth googling [specifically for bevy])
Interesting
2024-01-21T05:44:10.796221Z INFO bevy_winit::system: Creating new window "App" (0v0)
2024-01-21T05:44:19.108520Z INFO bevy_render::renderer: AdapterInfo { name: "Microsoft Basic Render Driver", vendor: 5140, device: 140, device_type: Cpu, driver: "", driver_info: "", backend: Dx12 }
2024-01-21T05:44:31.686221Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19045", cpu: "Intel(R) Core(TM) i5-2320 CPU @ 3.00GHz", core_count: "4", memory: "7.9 GiB" }
I don't see my gpu model anywhere
This may be your problem it looks like you’re rendering on cpu
I don’t really use windows much, but there’s probs stuff in your power management that you’ll need to set to performance
And or manually look for how to force your discrete GPU to run
should see stuff like this: ```shell
2024-01-21T06:09:50.698555Z INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA TITAN RTX", vendor: 4318, device: 7682, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "545.29.06", backend: Vulkan }
obviously AMD for an amd card
or INTEL for an intel ARC one
etc etc
I also do not mean to be rude or cruel, but a 10yo CPU is going to be difficult to make heavy stuff with
(not suggesting for a moment that anyone can be so lucky as to have whatever cpu/gpu combo they want)
just that, you may have to curb the expectations of reaching say 144fps on a AAA 3d game that you make yourself
(on that machine)
I have the same issue when I try to do bevy work on my 2013 macbook 😦
it's just... almost unusable
ah, its rendering on the CPU, makes sense.
idk what discrete GPU means but if its the one you can install/upgrade then I don't have it, I have the integrated one, which I think shouldn't register as the cpu.
LOL dw you were not, and you're absolutely right
I don't really expect anything above 60FPS tbh, because that's the max fps I could consistently get on similar code (using other libs)
and bevy 2D actually runs faster than that i believe,
holy crap it still haven't finished compiling since it started when i sent this message
linux ftw
also rust-analyzer is as slow as I remember it being months ago
why is that
Also it did launch but
yeah I have that problem too 😦
I think it's specific to vscode+windows?
but I use helix so cannot say for sure
How did you know i was using vscode
I'll try it on linux and see if anything changes
also weird enough before i set it to directx12 it used the opengl backend (which the drivers of I don't have installed) but instead of failing like it used to, it started using directx12 through ANGLE
I am not linking to angle, and I also don't have the dlls installed globally or in the project root
idk what's going on
From the problem you were describing -- i recall reading it in bevy/general
Ah
You could try going through and disabling the lighting etc
that should make it muccccch faster
yep
change the PbrBundle's to MaterialmeshBundles
they have the same fields
also disable the shadows
the M in mesh feels like it has to be capitalized
soz i'm on phone so probs not typing the exact thing you'll have to get outta the docs
oki