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NavigationAgent: drastic drop in framerate when adding Node NavigationAgent #56838
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Just wanted to say I have been waiting for you to open this issue since you posted the previous one. :) Ps: This is all using 2D components in Godot Mono, in case that matters. |
Yes indeed, I have the same problem. Even without path search, without NavigationMeshInstance placed, simply with the NavigationAgent node in the scene and it's the FPS that drops directly |
Can confirm, |
Cannot repro on |
Also confirming - same issue in everything I try. My own games, demo games, repros, all of it. |
I can't reproduce the issue either on Linux with the reproduction project in #56838 (comment), neither with 3.5 beta 1 nor I have a stable 1420 FPS with or without the NavigaationAgent node in the scene. |
I can reproduce it on Windows 10/NVIDIA. Without I have a stable 2700-2800 FPS without any large fluctuations, with the node its constantly changing between 1200-1900 FPS. |
Can't reproduce on Windows 10 with AMD Radeon 5700 XT. Stays around 3k FPS with or without the |
Something similar was already reported for master: #50448 |
On Linux Mint 20, latest 3.x with a 120x120 window I get: Reason for the small window, with a big window you are just testing your fill rate (and mine is low with integrated GPU). One possible is reading back info from the navigation server, this could be stalling, maybe on some OS more than others. These drops to 1000 or more are perfectly reasonable for a bit of CPU load. The OP didn't describe what figures they get with the MRP. |
I've tested the 2D version on Ubuntu 21.10 as well and couldn't reproduce the issue. Minimal repro: 3.5-beta1_nav.zip |
I'm actually currently having this issue with NavigationAgent nodes. Just placing one down cause the FPS to tank a lot though the amount NavigationAgent nodes does not take the FPS further which is strange?
Moving around the mouse also causes the FPS to drop even further which is seriously strange. I'm currently using Windows as well. |
Adding profiler support for NavigationServer would be interesting, but it should be done in |
I've also come across this issue in Alpha 4. It also seems increasing the "Physics Tick Per Second" also will affect the rate at which the framerate will tank. Even with no logic on the NavigationAgent3D, over time the Physics process will go up and up in ms. |
Just raised this under Godot 4.0 alpha 6. Same issue but it's not tracked under 4.0 milestone. |
Godot version
3.5 beta 01
System information
Windows 10, GLES3, NVIDIA
Issue description
When adding the Node NavigationAgent, the framerate drops drastically for no reason. I publish a small scene for the tests. The NavigationAgent, according to the documentation, must be one of the child nodes of the Navigation node. To carry out the test, two tests must be carried out. One using the NavigationAgent and the second test by deleting it in the tree.
The VSYNC is set to FALSE to better observe the difference
Steps to reproduce
Minimal reproduction project
NavigationAgentTest.zip
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