4 ms·
The frame rate on an iPhone 13 Pro is pretty bad. Seems to average around 20 FPS. Granted, Safari sucks, but it’s not exactly a ringing endorsement of Godot giv
by rcme 3y ago
The frame rate on an iPhone 13 Pro is pretty bad. Seems to average around 20 FPS. Granted, Safari sucks, but it’s not exactly a ringing endorsement of Godot given that your game appears to be 2D?
- nightowl_games 3y agoIt's not optimized to run on mobile iPhone. Apple deliberately doesn't support open gl on the web. We previously disabled mobile iPhone from playing the game, and redirecting to the store. I wouldn't lay this issue at Godots feet. The difference between 2D and 3D in terms of performance demand is not significant. We are running some serious shaders to render the terrain. They are pure SDFs that are absolutely massive mathematical functions that run on both the cpu and GPU. These shaders run better on android phones than on iOS phones, largely because apple does not iterate on webgl, because it undermines their app store to do so. The menu is poorly optimized in terms of draw calls. The poor performance is largely our fault and apples fault. Godot could offer some tooling to make optimizing draw calls easier, but the way we built the menu is just not optimal for the GPU. The biggest endorsement of Godot is the smallness of the download for our game. ~20mb iirc. It's not the smallest download in the world, but it's way smaller than a unity web game.
- fulafel 3y agoMobile Safari was advertised to have gotten a WebGL upgrade (w 2.0 support) about 1.5 years[1] ago but has since been plagued by reports of performance problems. It seems to take a long time to mature there. Chrome shipped WebGL 2 in 2017, hopefully WebGPU case won't take 6+ years for Safari to catch up. [1] https://news.ycombinator.com/item?id=30370852 https://news.ycombinator.com/item?id=30370852