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What kind of game are you working on? I have managed to actually removing a lot of these bottlenecks by parallelizing or rewriting in C++. The ones I'm left wit
by m4nu3l 4y ago
What kind of game are you working on? I have managed to actually removing a lot of these bottlenecks by parallelizing or rewriting in C++. The ones I'm left with I believe are now more on the GPU side. I'm trying to use portal rendering / occludes for that.
- jasonjmcghee 4y agoProfiling is the source of truth. Try setting up a scenario that exacerbates the issues you think are happening. I've seen shaders cause problems due to branching logic- I'd try disabling them or making them perform a no-op. I've focused on 2D with Godot, but often with a very high volume of nodes at once.
- m4nu3l 4y agoOf course. I use both the built in Godot profiler and perf. Which led me to change many things in the implementation and I also ended up patching the Engine multiple times. One example is this (which I have patched on my Godot version): https://github.com/godotengine/godot-proposals/issues/4050 https://github.com/godotengine/godot-proposals/issues/4050 I profile my game all the time, but sometimes it's not clear if there is a bottleneck or if there are just too many things at the same time. Also the bottleneck can change in different parts of the game. Sometimes I have removed a bottleneck on the CPU just to find another in the GPU.