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)?

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.