Replies: 4 comments 5 replies
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Out of curiosity, does removing the parallelism affect the performance at all? |
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Looks like you GPU might not be getting detected? In your adapter info: |
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I don't know the exact requirements of your game, but I don't think you need to query and modify the visibility of all 255^2 grids every frame. Bevy has excellent change detection filters like |
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None of the logs you've shown have an official GPU driver used. Mesa and radeonsi are software renderers and so would cause high CPU usage. |
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I'm trying to make a grid-based game. Here is the
Startup
initialization system:Here is the
Update
paint system:GameConfig
is a resource to show the grids or not:And
GridPlugin
is configured as such:This runs in low FPS, even in the release mode. In fact, I've tried many of these methods shown below to run the game:
Nothing really helped. Running `cargo run --features "bevy/dynamic_linking" starts with these logs:
In case you need to see the
Cargo.toml
, here it is:I've found out the FPS is lower because when I hover over the debug toolbar (egui), it almost takes a second to respond. Would like to know what would be the cause. Is it how I designed it?
Thanks in advance.
Update 1
Yes, there's an overuse of parallelism here, and that's mainly because I wanted to fix the performance by making it parallel. Removing it does not really help as replied in #13108 (comment).
Also another note: Setting the visibility of grids to
Invisible
actually aids the performance.Update 2
There's another thing: Maybe this is related to Nilirad/bevy_prototype_lyon#159.
Update 3
I've opened up an issue here: Nilirad/bevy_prototype_lyon#246.
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