Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Okay, I'll make sure to check out the updated demo.

Edit:

Nope, the update didn't really improve performance for me. MAYBE I get a couple of frames more here and there, but it still dips into the 20s. And even when my PC tells me that I'm playing at 40 FPS it just doesn't feel that way. Might there also be a frame pacing issue?

One thing I haven't mentioned yet: When I'm in the main menu everything is buttery smooth, but I guess that's because that's a static scene in the background?

Largely, yes. It is an actual map with a skybox, but the models you see in the title screen aren't actually Actor entities.

I'm actually doing a port of the Actor class into C++. The only best guess I have left is that GDScript (Godot's built-in scripting language) just can't pull off the number of physics requests that I'm asking of it no matter how much I try to optimize it.

It's just very weird how dramatically inconsistent it is across higher end PCs, but GDNative/C++ is significantly faster than GDScript so there should be improvements no matter what.

I don't have an ETA on the C++ update currently. Many apologies. Just trying to do this right.

Don't worry about it, there's no need to rush things.

It really is incredibly strange how random this whole thing seems to be. Did you notice any similarities between the systems that struggled with the demo?

Most of them were Intel machines with NVIDIAs, BUT most machines are Intel machines with NVIDIAs so that doesn't really mean much, especially since there were at least 1 or 2 reported Ryzens and Radeons.

Porting is going well though. I've been sharing some progress with that on Twitter. It'll be better to have the majority of the game in C++ anyway.

Well, at least porting is going smoothly. Let's hope it improves things.