0 votes

I am wondering which code contribute to the basic delay between frames. The delay between each iteration (Main::iteration()) is fixed at 16.66 ms. Then I tracked down the code, and find that it is the glBlitFramebuffer spend the 16.66 ms.
And I also found the more time that physicsprocess took, the less time glBlitFramebuffer spend.
Does anyone know what's going on here?

Godot version 3.4
in Engine by (12 points)

This may be caused by the engine waiting for vertical sync. This time is not wasted, it's used to save GPU resources (and therefore power/heat/noise).

Can you reproduce this after disabling V-Sync in the Project Settings and ensuring it is not forced on the target platform (like Android and iOS would do)?

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