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The Remote Scene Tree causes jerky movement everytime it updates #13219
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As far as I'm able to tell, I managed to observe the effect. Not sure if there is much we can do about it? |
Also for now it might be worth to consider if |
Also, it reminds me this #8165 |
@Zylann huh seems like a duplicate... with the exception that as far as I can tell currently its enough to hide remote tree (open local instead of remote) |
Should be modified to send this information over many frames to avoid stall
…On Nov 23, 2017 5:38 PM, "kubecz3k" ***@***.***> wrote:
@Zylann <https://github.com/zylann> huh seems like a duplicate... with
the exception that as far as I can tell currently its enough to hide remote
tree (open local instead of remote)
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@kubecz3k folded nodes should be taken in consideration though, not just all or nothing of the tree |
I observe of your example project. The choppy movement also exist on my laptop but it doesn't disappear after I switched to local scene tree and inspect local object. It didn't slow down or have anything changed even when I update the remote scene tree and remote inspector more frequently by changing My Hardware and driver information: Arch Linux with Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) |
Until the performance is improved, I suggest to make the remote scene tree opt-in. You don't need it all the time, only when you need to debug the scene tree. |
And we don't need to update the remote scene tree or remote inspector so frequently. |
the ideal fix would be to send the whole tree over many frames, though not sure if the problem is the scene tree or the property editing. |
Is this still valid in the current master branch? |
Yes, it's still an issue in current master 8e82404 |
I can't reproduce on my hardware with the test scene provided, but it's a relatively simple one (might be more visible with a lot more nodes to sync). At any rate, the debugger defaults to Local now so the problem only triggers when you pick Remote manually, in which case it's a tradeoff for the additional information you requested so it's not too bad. Could still be improved as mentioned by @reduz, but not critical for 3.0. |
I'm still getting stutters with 3.0 rc1, but it's only really noticeable with 1000+ nodes. |
Is this still reproducible in the current master branch? I think it might have been fixed since then. |
It's still happening in 382f099 |
Still relevant in the current master branch (a1c396e) with the test project in OP. |
Still relevant, especially visible on projects with many nodes. |
Dear god I was about to throw Godot in the garbage bin thinking it couldn't handle a decent amount of nodes without stuttering. It was very frustrating not knowing where the lag was coming from. The cause was this Remote Scenetree, it's almost more devastating to performance than the game itself! I've got a complex tree, so my mass of nodes is quite buried (the problem isn't me being blind with the scenetree). Possible suggestions:
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Removing the high priority label since the assessment for this issue was to postpone the resolution for now. |
Can anyone still reproduce this issue in Godot 4? I tested with my super big project™ and it does not occur. I have another project where the issue is more apparent, but it's for 3.x unfortunately. I tried to do some minimal repro and I don't see any stutter with 10k+ nodes with script (although they didn't have any behavior). Would be nice if someone could confirm. |
v4.0.beta5.official [89a33d2] Only 1 basic script for This scene is imported via gltf from blender using the |
Operating system or device, Godot version, GPU Model and driver (if graphics related):
Godot 3.0 master 3a33725
Issue description:
In the example, Every time the Remote Scene Tree updates it causes some choppy movement. If I disable the auto switching to it under Editor settings / Debugger the issue disappear.
Steps to reproduce:
Link to minimal example project:
level_test.zip
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