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OS/device including version:
OS X 10.11.6
NVIDIA GeForce 9400M
Issue description:
Using TIME, also in a very simple shader, causes a very noticeable performance degradation.
On my machine FPS drop from 60 to 20 (sometimes 30) with only one sprite in the scene.
Steps to reproduce:
Use TIME in a shader. Also only assigning TIME to a variable generates the issue:
shader_type canvas_item;
void fragment() {
float t = TIME;
}
Not sure if still related, but Godot often crashes when I use TIME dependent shaders. Same as #9123.
The text was updated successfully, but these errors were encountered:
Godot version:
master (91adb58)
OS/device including version:
OS X 10.11.6
NVIDIA GeForce 9400M
Issue description:
Using TIME, also in a very simple shader, causes a very noticeable performance degradation.
On my machine FPS drop from 60 to 20 (sometimes 30) with only one sprite in the scene.
Steps to reproduce:
Use TIME in a shader. Also only assigning TIME to a variable generates the issue:
Not sure if still related, but Godot often crashes when I use TIME dependent shaders. Same as #9123.
The text was updated successfully, but these errors were encountered: