Godot Editor interface performance bottleneck on Mac OS X?

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

I’m just starting with Godot, following the Hello World learning step-by-step tutorial. I am having to click on interface elements two or three times before I get a response from the program. Has anyone got ideas on how to make the interface more snappy and responsive? I think it’s unusable for routine work if it stays the way it is now.

My system:
Godot v2.1
Mac Pro from early 2009
OS X El Capitan
2 x 2.66 GHz Quad Core Intel Xeon
16 GB 1066 MHz DDR3 ECC
nVidia GeForce GT 120 512 MB.

Can you see anything in the system console?

Zylann | 2016-11-05 14:49

Do you mean the Mac Console? I don’t see a Godot section in ~/Library/Logs (where I think it would be) or in the other sections, and I don’t see instances of “[G]godot” in Console messages. If you mean a system console that’s internal to Godot I don’t know how to get to it. Is there documentation I can refer to for how to view and/or debug Godot’s performance at the system level?

fogelfish | 2016-11-06 05:20

Hmm I don’t know, on Windows that console just opens with Godot, and it’s also possible to have it if you launch Godot from the command line (then the console messages will be printed here).

Zylann | 2016-11-06 13:47

I started the godot editor from the command line and was shown this error:

ERROR: create: Condition ' !create_func ' is true. returned: 0
    At: core/os/mutex.cpp:39.

Then from the project window I loaded a project and was shown these errors:

ERROR: create: Condition ' !create_func ' is true. returned: 0
    At: core/os/mutex.cpp:39.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
    At: core/os/memory.cpp:58.

Probably because I have two monitors I also saw this:

nscreen count 2

One of the errors is memory related but is that why responsiveness of the user interface are so stilted?

fogelfish | 2016-11-06 20:47

Searching Google on these errors I see this issue at godotengine/godot:

OS singleton destroys memory pool manager too soon

It appears this issue was closed on July 19 because “nobody confirmed the issue so far”. I wonder if what I’m experiencing is the awaited confirmation?

fogelfish | 2016-11-06 20:58

I’m also on OS X el capitan, Godot v2.1.stable.official and can confirm those errors (they’ve been there for as long as i can remember), however I do not experience performance issues.

Project Manager:

ERROR: create: Condition ' !create_func ' is true. returned: 0
   At: core/os/mutex.cpp:39.
nscreen count 1

Editor:

ERROR: create: Condition ' !create_func ' is true. returned: 0
   At: core/os/mutex.cpp:39.
ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:58.

On Quit:

ERROR: free_static: Condition ' !MemoryPoolStatic::get_singleton() ' is true.
   At: core/os/memory.cpp:58.

indicainkwell | 2016-11-06 22:46

If you found an issue on Github related to the problems you encounter, please comment on them so devs are better aware :slight_smile:

Zylann | 2016-11-06 23:16