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Critical FPS drop on Android devices #94261
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Can you reproduce this if Low Processor Mode is enabled in the Project Settings? Also, can you reproduce this after switching the project to use the Compatibility rendering method? (Change the |
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Galaxy M20 I tried out some CPU usage + VideosGalaxy S9 (API 29) - Mali-G72Mate 9 (API 24) - Mali-G71Galaxy A10 (API 29), Mali-G71Nokia 1 (API 27), Mali-T720web-build_20240714_7dnq_starlte-29-en_US-landscape_video.mp4web-build_20240714_7dnq_HWMHA-24-en_US-landscape_video.mp4web-build_20240714_7dnq_a10-29-en_US-landscape_video.mp4web-build_20240714_7dnq_FRT-27-en_US-landscape_video.mp4 |
Thank you for your input. Regarding CPU usage and FPS slowdown, I've noticed some discrepancies in measurement methods:
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Tested versions
Godot version: 4.2.2 stable
System information
Galaxy M20 SM-M205N (Android 10)
Issue description
Steps to reproduce
Minimal reproduction project (MRP)
MRP.zip
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