Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Using TIME in canvas_item shader drops FPS by half #15578

Closed
vigreco opened this issue Jan 10, 2018 · 2 comments
Closed

Using TIME in canvas_item shader drops FPS by half #15578

vigreco opened this issue Jan 10, 2018 · 2 comments

Comments

@vigreco
Copy link
Contributor

vigreco commented Jan 10, 2018

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:

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.

@akien-mga akien-mga added this to the 3.0 milestone Jan 11, 2018
@reduz
Copy link
Member

reduz commented Jan 11, 2018

Using TIME causes the editor to refresh in the object is visible, this may be your source of degratation.
I don't really think this is a bug.

@reduz
Copy link
Member

reduz commented Jan 12, 2018

Also the editor FPS are probably not a good reference. I will close this unless more information is provided.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants