Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Piotr Bartela | |
Old Version | Published before Godot 3 was released. |
Hello, i have a strange situation. I have written so far some game code, at my PC it works pretty well with target 40fps it takes only 1-6% of cpu. However when i export it to .apk, and run it at my Xiaomi RedRice (1gb ram, 4x1.2GHz cpu, android 4.2.2) i have less than 2 fps (with cpu usage under 20%), and it is completely unplayable.
Some more information:
- i am useing Godot_v2.0.4.1_stable_win64 editor, and Godot_v2.0.4.1_stable_export_templates
- it is a 3d project
- info from task manager: Imgur: The magic of the Internet
- video mem usage: Imgur: The magic of the Internet
- info form godot editor: Imgur: The magic of the Internet
When i reduced the amount of 3d model, reminds the same.
So… my question is: How Godot deals with exporting to android, is it some sort of engine problem? Or just code that i wrote is completely useless even though works great at PC?
If You need more information just tell me what to upload.
Did you read this one?
http://docs.godotengine.org/en/latest/tutorials/3d/3d_performance_and_limitations.html
volzhs | 2016-07-31 11:45
If the game already runs under 60 fps on PC, I would expect worse performance on a mobile device. If reducing the amount of geometry doesn’t helps, you could attach with adb and see if there is an error spamming?
Zylann | 2016-07-31 11:48
@volzhs,
No i didnt. My bad.
@Zylann,
The game was running under 60 fps because i wanted it to. In the Project Settings - Application i have selected targer_fps to 40. Because i wanted to reduce performance costs. As you can see for 40fps that was only 0.001142 (see at picture info from godot editor).
Of course i can change it to 60, and it still works great: Imgur: The magic of the Internet
And there are no errors in console, both when i run it on PC and android.
Piotr Bartela | 2016-07-31 14:34