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Asked By | Ohan |
I have a top down game with tilemap size 500x500 running fine at 144fps, when ysort is enabled fps dropped to single digit. Tried different quadrant_size with no luck.
The docs says “Quadrant size is a tuning value, which means that the engine will draw and cull the tilemap in blocks” which I understand as built in chunk system. But when I split the map into smaller tilemaps with their own scene and set visible based on player’s vicinity fps rise back to 120.
I tested this approach on godot 3.5.1 and 4.0b6 and receive similar results. Can anyone explain this behavior?