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Heavy input lag in editor while running the game #41495
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I can add that I am experiencing the same issue on Manjaro Linux, Intel Kaby Lake, KDE. |
@mphe @Zireael07 Can you reproduce this with any older Godot versions (specifically 3.2.1)? Here's hoping #36052 didn't cause a regression… |
That would be difficult to check, as it depends on the game performance so an empty project won't help, and all my projects use 3.2.2. so I don't think they'd be safe to open in 3.2.1. |
With version control in place, that shouldn't be an issue 🙂 |
I've just downloaded Godot 3.2.2 so I've no big projects running and the input lag is already a problem. I'm running it on Windows with an i5-8350U CPU. Can my CPU be the problem here? |
@schneiderl Just to make sure, can you also test 3.2.2rc3 and 3.2.2rc4? The former doesn't include the PR, but the latter does. Also, does the problem go away if you enable Update Continuously in the Editor Settings? Does it go away if you leave it disabled but increase Low Processor Mode Sleep Usec to a value like 30000? |
@Calinou I can still reproduce the issue with the attached example in all three mentioned builds. |
@Calinou I must say that even using 3.2.2 stable the problem went away completely by enabling Update Continuously. |
Seems to be a duplicate of #28333. |
Godot version:
Godot 3.2.2.stable.official with GLES3
OS/device including version:
Issue description:
I'm experiencing heavy input lag in the editor when running my game. It takes up to 10 seconds until the editor responds to any input, which makes it completely unusable. Especially debugging is just not possible with this bug. This happens in a 2D project, I haven't tested 3D so far.
Neither
--verbose
nor continous UI updates fixed this problem.It happens with both, the xf86-video-intel and modesetting driver, independent of compositor, window manager, and desktop environment.
All drivers are up-to-date.
Godot is the only application/game that has this kind of problem.
It seems to be somewhat related to ingame performance. I noticed in my project, as long as the game runs above 60 FPS, the editor has about 1 second input lag. If it drops below, I get the mentioned ~10s. This happens with both Vsync on and off.
Not sure if it's related, but I also experience heavy performance degradations when using post processing shaders (using SCREEN_TEXTURE), even if the shader does nothing, which is the reason why the game drops below 60 FPS in the first place.
If I hide the respective object, performance goes up and input lag down.
On the other hand, in the attached example project, I get about 120 FPS, but ~3s of input lag, and only if Vsync is off.
It sounds similar to various other issues that were closed as duplicates of #23069, but as suggested I opened a new issue here.
Steps to reproduce:
Run the attached project and observe input lag in editor. This should yield ~3s of input lag in the editor.
Minimal reproduction project:
Not sure if this is actually minimal, but it is consistently reproducable for me.
I placed a few sprites, added an empty post processing shader and an Environment with Glow enabled.
perftest.zip
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