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Errors in Godot 4.1-stable-mono #11
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I don't know why an I could probably disable automatic translation in the debug menu, as it's not really designed for internationalization and can be counterproductive for the use cases stated in the README. This probably won't fix the warning though. |
Hello, To Calinou, I was doing to push a PR, but I've noticed your change in the changelog when looking at the contributing.md document. This code also works: var viewport_rid_for_thread := get_viewport().get_viewport_rid()
thread.start(
func():
# Enable required time measurements to display CPU/GPU frame time information.
# These lines are time-consuming operations, so run them in a separate thread.
RenderingServer.viewport_set_measure_render_time(viewport_rid_for_thread, true)
call_deferred("update_information_label")
call_deferred("update_settings_label")
) Since you've already made a fix I won't make a PR, but I thought you might want to know this. |
It appears my fix isn't complete for 4.1, so a PR is still welcome 🙂 |
It's there #12 I did not updated the changelog nor version, let me know if I should update them (maybe the changelog). |
Get 500+fps less (which is about 25%) in VISIBLE_DETAILED vs VISIBLE_COMPACT; Guessing it's because all of the errors :/. Also get a couple hundred more fps than what is reported in the Godot profiler in both modes... I don't know if this plugin/addon is currently very accurate. |
If no errors are spammed every frame, this is because 2D rendering is expensive in Vulkan: godotengine/godot#71084 Note that FPS is not a linear metric, so I suggest you compare the difference in frametime (milliseconds per frame) instead of FPS. 5000 vs 5500 FPS is a very small difference, while 50 FPS vs 550 FPS is a huge difference.
I suggest using an external FPS counter to compare with, such as RTSS, MangoHud or Special K. At very high FPS values (more than 1,000), you should expect significant discrepancies to occur anyway. What FPS value are you getting, and on which hardware? |
There are many errors at runtime, most of them about red colored errors:
many of these errors are
Use call_deferred()
probably cause of the changes in 4.1and this :
plugin seems to work fine but not sure if any of the errors impacts the performance or make the calculations incorrect.
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