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Profiler frame number stops updating when game window is minimized #37341
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@SkyLucilfer are you sure you tested at that commit? |
Seems a regression after the merge from the display-server branch. |
Yes I confirm its the correct commit with git log - 1. |
@SkyLucilfer can you check if you are getting this at b8577ec ? |
I can see you are also getting very low idle times, can you try adding this to your print(Engine.get_idle_frames()) # number of `idle` (process) iterations called
print(Engine.get_frames_drawn()) # number of drawn frames (number you see in the debugger)
print(Engine.get_frames_per_second()) # should be 60 when you have vsync active (default). |
I think we probably want to use |
with game window open : with game window minimized : If I reopen the game window (after minimizing), drawn frames increase with frames in the profiler again and FPS returns to 60. |
Probably this: diff --git a/core/debugger/remote_debugger.cpp b/core/debugger/remote_debugger.cpp
index b9db8ab1b0..783723d1a1 100644
--- a/core/debugger/remote_debugger.cpp
+++ b/core/debugger/remote_debugger.cpp
@@ -318,7 +318,7 @@ struct RemoteDebugger::ServersProfiler {
void _send_frame_data(bool p_final) {
DebuggerMarshalls::ServersProfilerFrame frame;
- frame.frame_number = Engine::get_singleton()->get_frames_drawn();
+ frame.frame_number = Engine::get_singleton()->get_idle_frames();
frame.frame_time = frame_time;
frame.idle_time = idle_time;
frame.physics_time = physics_time;
And this might be related to #32404 . Interesting. |
@Faless Do you want me to change get_frames_drawn() to get_idle_frames(), do some manual testing in the Editor and open a pull request? Or maybe you have some other plans for this issue? About the vsync and FPS maybe I will take a look in the future. I think it's hard for my level now. |
Yeah, if you can test it, and open a pull request. Thanks!
…On Fri, Mar 27, 2020, 13:57 SkyLucilfer ***@***.***> wrote:
@Faless <https://github.com/Faless> Do you want me to change
get_frames_drawn() to get_idle_frames(), do some manual testing in the
Editor and open a pull request? Or maybe you have some other plans for this
issue?
About the vsync and FPS maybe I will take a look in the future. I think
it's hard for my level now.
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Godot version:
Master branch
a2da99f
OS/device including version:
Windows 10
Issue description:
When profiler is running and game window is minimized, the frame number at the top right of the profiler will stop updating. Meanwhile the profiler will still be running - still outputting graph, statistics.
Additional remark : During this time (when the game window is minimized), if we try to export measures as CSV, the Editor will crash. It doesn't happen as often when the game window is not minimized. Closely related to #34640
Steps to reproduce:
Minimal reproduction project:
test.zip
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