Are there any plans to speed up the 3D side of Godot 3.0?

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:bust_in_silhouette: Asked By kakoeimon
:warning: Old Version Published before Godot 3 was released.

I am currently getting poor frame rate with Godot 3.0 and I am wandering if we are going to get any speed up in the future.

My PC (notebook) is :
Windows 7 64-bit
Intel core i7-2670QM @ 2.20GHz
GeForce GT540M

Is my PC too old, to use Godot 3.0?

The way how you ask this question is so unspecific that my guess that your problem lies more in the lack of optimization you did on your game+ressources than in the hardware.

#1 Godot 3.0 is currently in alpha state. It might be to early to tell.
#2 A GT540M is not the fastest graphics card. But if you program a game you’ll have to expect that people run it on “slower” hardware. (i.e. mobile devices)
#3 3D or 2D?
#4 If 3D: How detailed are the 3D models which you use? (How many Tris?)
#5 Does the profiler see any cpu-consuming script code/physics?

I can just guess that you use far too detailed 3D models with multiple thousands of tris. Try to optimize your assets for game use. (There’s a “decimate” modifier in Blender)

wombatstampede | 2017-10-05 13:53

Providing an example project where things are slow for you would help us solving your problem.

Zylann | 2017-10-05 17:38

@wombatstampede My test project does is a low poly project. I mean simplistic 3d environment and low poly characters. For example a character is only 400 polygons. I am not even using normal maps or anything else, just Albedo.

@Zylann I am having frame drops even in a single room with four windows, by using the default environment, a directional light and a GIProbe with SubDiv to 64.

I do not think that the problem is in my scenes. but I will provide an example tomorrow.

kakoeimon | 2017-10-05 17:58

Oh, you mean it runs at 60 fps but drops one frame from time to time?
If yes, then this is not “slow” at all, like you said, it would be practically normal (every game drop a frame or two from time to time, at least on PC).
If not… then I’ll see.

Zylann | 2017-10-05 18:48

Check a project exported on release mode.

eons | 2017-10-06 03:57

Another important factor might be to check the profiler to see if physics or gdscript use mentionable cpu time. I had some performance issues on Godot 2 (might be different on Godot 3) when using custom (simple) collision shapes when they collided with areas. Also physics can use increasing cpu under certain circumstances.

wombatstampede | 2017-10-06 06:35

Sorry for the late response but I had to be sure that my Windows 7 were not problematic and etc.

Meanwhile I installed and Manjaro (Linux dist.) to check things there too.

The problematic frame rate persists in both operating systems.
For example I get 55-44 fps in Manjaro and 57-45 in Windows 7 when I test this

I included the linux created log files in the commit.

kakoeimon | 2017-10-10 05:51

:bust_in_silhouette: Reply From: wombatstampede

I looked into your project. And the object messing up the frame rate is “GIProbe”.

IMHO you did everything right but my knowledge is on GIProbe is very limited.
But see an answer of Zylann here:
https://forum.godotengine.org/17331/what-do-giprobe-and-reflectionprobe-do

I could at least double the frame rate by disabling HQ “Voxel Cone Tracing” in the Project Settings (Rendering). Result was still acceptable IMHO.

GIProbe is absolutely new with Godot3. I expect that performance will get more manageable when documentation will be done for it. Maybe be more options to optimize the performance for lower performing hardware will be added (i.e. lower subdiv size). Just a guess though.

Edit: Oops, sorry. Wanted to put this as comment.

Yes you are right, “Voxel Cone Tracing” turned off improves the performance.
Maybe even the compress option in GIProbe improve the performance, but right now it looks broken, cause it produces many artifacts.

P.S. It is better cause you commented here, cause I can choose your answer and close the question.

Thanks.

kakoeimon | 2017-10-10 12:01