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FPS drop #98077
Comments
Can you check if this fails on 4.4 dev 3? |
Are you comparing a custom build to the official build? Remember that official builds are compiled with many optimizations that you have to specify manually in your scons build command. Custom builds are therefore expected to be much slower than stable builds. Can you test from a manually compiled version of 4.3 stable to rule out the regression coming from build settings? |
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Now is working and i have more questions. I detect that my Home Hard-drive has damage sectors and the 4.4 copy was in then. I decide to change my root hard-drive to a M.2 and use another mechanical for my home. I make a few tests. My Question here is when i am using the editor the project is reading and writing constant from the hard-drive ? and when is exported not? |
Ok, I changed to MTerrain and now the FPS is the same. |
Tested versions
System information
v4.4.dev.custom_build foward+
Issue description
Hi, Just to let you know.
the first problem was that the plugin don't load but with the #98041 now I have the plugin working. but now the fps has drop from 141 in my case to 25. If I am not wrong the issue began after i sync the sources Yesterday.
If i build a test scene with a Terrain 3d Default terrain, a label for de fps and a camera I get 60 fps.
Steps to reproduce
If i build a test scene with a Terrain 3d Default terrain, a label for de fps and a camera I get 60 fps.
code:
`extends Node3D
@onready var label: Label = $Label
func _process(_delta: float) -> void:
label.text = ("%s FPS" % str(Engine.get_frames_per_second()))
pass
`
Minimal reproduction project (MRP)
fps-test.zip
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