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Game is extremely laggy after updating to 4.3
Tested versions
4.3 stable
System information
Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz (4 Threads)
Issue description
I updated from Godot 4.2.2 to 4.3 and it lags a lot when I open my game. The game was running perfectly fine but became unplayable after I updated.
I'm using forward+, my OS is Windows 10, it's a 3D game, the lag happens in every scene, and the only error I saw was the Godot Jolt plugin not being updated. I switched the physics engine back to the default and removed the plugin but there was still lag.
When I make a new project in 4.3 with a simple 3D scene there is zero lag.
I don't have any post processing in my scene and I have a default sky for my environment. My models are also simple so I don't really know what could be causing it.
Steps to reproduce
Use 4.3 stable
Minimal reproduction project (MRP)
I can't seem to reproduce it
Can you run the console version of the editor with the --verbose run parameter, and compare 4.2 to 4.3? Usually error spam will cause a significant performance hit.
The only errors I see when running the editor and opening the game with --verbose on both are some stuff about Epic Games
Running into similar issues with my project. Running this same script on the same GLB for a new project is showing different timings. The only difference between the two was the existing project had the GLB saving to file. I removed that checkbox in the import settings and it seems to have reverted.
Edit: It looks like when it is saved as an inherited scene, the "Local to Scene" flag on the mesh also causes an issue and also when it has a shader that is also "Local to Scene". Although, in extended testing, I can't seem to simply replicate it using combinations of shaders, visual shaders, and other material types. All I know is when "Local to Scene" on the material or the mesh is unchecked, the performance issues go away.
Code snippet
Existing project in 4.2 opened in 4.3
New project in 4.3
Existing project without Save to File
Have you tried renaming .godot cache folder so the engine recreates it?
Can you try following the same steps on 4.3 dev/beta/RCs to determine when the regression started? You can download them here.
Note that you'll need to start from a 4.2 backup of the project for the first dev releases, as 4.3 introduced more efficient PackedByteArray text serialization that can't be read by early 4.3 builds.
I tried opening my project and running the game in 4.3 beta 1, 2, 3, and rc3 but the lag was still there. For some reason though, when I renamed the .godot folder so Godot creates a new one, the FPS improved by about half a second.
Hi @Roy-178 , I have a similar issue with my current project. Just going from 4.2.2 to 4.3 made me lose 15 frames and drop to 45-50
I noticed that removing my world environment increased the FPS. The only thing it had was a Skybox. Adding an environment again, but just setting a Clear Background with an Ambient white color gave me back 15 frame and reached 60fps again.
Even with that temporary change, the overall performance seems to be a bit worse than what I had before. Some of my testers noticed random laggy input.
Just my observation though. As of right now I don't have any solution.
Will try removing the .godot folder and see how it goes.
@Roy-178 I have similar machine and I am running into the same issue. I have 2 questions.
- Does changing the project from
Forward++toCombabilityrenderer fix it? - Do you use any large textures (4k+) in your project?
Closing due to lack of response. Please comment if you can still reproduce this bug on the latest Godot version.
PS: If no minimal reproduction project was included in the original bug report, please upload one as well to ease troubleshooting.