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Godot 4 fps performance regression #79514
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Consolidating in #68959. Thanks for the report!
On NVIDIA + Linux, fullscreen performance in Vulkan apps seems to be much lower in a maximized window compared to fullscreen. I noticed this when running |
Godot version
4.0, 4.0.3, 4.1
System information
linux-ubuntu20-xorg / windows 10 gtx 1070
Issue description
If the same scene is used in Godot 3 and 4, then there is an undesirable disparity in performance with Godot 4 producing less fps.
Example 1.
A scene with multimesh and many instanced grass:
engine: godot 3.5
renderer: gles3
display window: 1024 x 600
grass triangles: 600,000
fps: ~600
engine: godot 4.1
renderer: forward+
display window: 1024 x 600
grass triangles: 600,000
fps: ~330
engine: godot 4.1
renderer: mobile
display window: 1024 x 600
grass triangles: 600,000
fps: ~570
engine: godot 4.1
renderer: compatibility
display window: 1024 x 600
grass triangles: 600,000
fps: ~570
Also, in linux there is a huge difference between the fps when using an empty scene.
Example 2.
An empty scene in linux:
engine: godot 3.5
renderer: gles3
display window: 1024 x 600
fps: ~5000
engine: godot 4.1
renderer: forward+
display window: 1024 x 600
fps: ~1500
engine: godot 4.1
renderer: mobile
display window: 1024 x 600
fps: ~1500
engine: godot 4.1
renderer: compatibiltiy
display window: 1024 x 600
fps: ~3200
3.5.2(gles3) and 4.1(forward+) having around 2500 fps.
Steps to reproduce
Use the included projects or compare between godot 3 and 4 with your own scene.
Minimal reproduction project
Grass_Scene.zip
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