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(+1)

You have something real tight going on, however for me the framerate dips the more bullets are being fired+in the air. It makes it almost unplayable.

GPU usage stays under 30% so just guessing but maybe there’s no object pooling? Or some ugly inefficiency in the projectile/ballistics code.

Thanka for giving it a try! I have to ask: What system and OS are you running on? Testing on my potato dev machine, it runs solidly, so I'm wondering if it's an environment issue. Especially if you are running a Linux or MacOS version. I'd be happy to take a look and resolve this for you. 

Tested it on W10, a 2700X and an RX580, off NVMe, plenty of RAM. Nothing heavy running in the background.

Disabled vsync (ingame and outside), FPS stay at 200 just looking around at the start and dip to 40 exactly when bullets start flying then pretty much hovers around 50 with occasional bigger spikes.

(+1)

Thanks for checking. I do have a couple of suspicions, and oddly, I don't think it's the bullets. I've done stress tests and my machine is less performant than yours. 

There is an existing issue with the AI that makes things chug (especially on dev builds), but they're requiring a rework already. I'll be looking into it as a super high priority task. 

I don't know if you experienced it, but it also appears that my precaching system is not good enough for Godot and sometimes you can still get some nasty stutters the first few times.

But I'll give this a good check and profile it over the next while. Sorry for the experience ._. I'll hopefully have it fixed next DD