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Collection of benchmarks to test performance of different areas of Godot

Results 20 godot-benchmarks issues
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- Automatically quit on end when using `--run-benchmarks` CLI argument. - Improve command line printing to be more helpful and descriptive. - Add documentation on running benchmarks in the README.

enhancement

If the benchmark server builds Godot from source, we should find a way to track engine compilation times to check for regressions on that aspect. It's also worth measuring the...

enhancement

Using AMD GPU Analyzer we can now analyze our default shader code and see line-by-line resource usage including register pressure. As VGPR usage is one of the largest bottlenecks we...

enhancement

⚠️⚠️**NOTE**⚠️⚠️ **This list is outdated**, please refer to the following one instead: https://github.com/godotengine/godot-benchmarks/issues/36 ⚠️⚠️**END OF NOTE**⚠️⚠️ This is a list of benchmarks to add to the benchmark suite. See the...

enhancement
good first issue

In the original Convex Hull benchmarks that I added (#51 and fixed in #55), I made a mistake where my number of points was a nice power of 10, which...

bug

![image](https://github.com/godotengine/godot-benchmarks/assets/17183234/36424e25-1633-4bb3-9c27-e615b9bfe1b0) Hi all, I'm trying to run this benchmark in Ubuntu 22.04 with godot(4.3.dev.custom_build.89cc635c0) compiled with Clang 15.0.6. However, I can not open the benchmark using either the command line...

bug

# Creation of benchmarks for the benchmarks server This document is a compilation of benchmarks suggested by maintainers and contributors from all areas of the engine. Our goal is to...

enhancement
good first issue

Implements 🟪Algorithm🟪 [Adding 5000 children]: Unnamed: Adding 5000 random children nodes without name. 🟪Algorithm🟪 [Adding 5000 children]: Named: Adding 5000 random children nodes with the same name (let the conflict...

enhancement

- Implements 🟪**Algorithm**🟪 **_Delaunay3D_**: `Delaunay 1000 points in 3D` benchmark of the **Math** category proposed in #36. - Depends on https://github.com/godotengine/godot/pull/83353.

enhancement

On my system, rendering seems to be fully reproducible, down to producing the same exact byte sequence given the same input, as long as it's rendering in single threaded mode...

enhancement