You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
well~ i have met a small bug about enhancement, and how important it is... just read the steps haha.
this bug can also be found in Godot 4.2 stable version, 4.1.3 or earlier haven't met. (tears of joy again)
PS: i have also tried on DELL Precision M4700, which contains intel i7-3632QM and ATI Radeon HD 7700M, and runs on Windows 11 Pro x86_64. not only compatibility has been affected but also mobile and forward+.
Steps to reproduce
here are the steps when using Godot 4.2 stable version.
i make a new project and use three GPUParticles2Ds (the texture is icon.svg haha).
i set all GPUParticle2D's "emitting" settings as false, and use GDScript to change them, well, the project runs successfully, and GPU-3D usage is about 20%, then save the project.
here is my minimal project screenshot, it runs on Qualcomm Adreno GPU~ (ARM64 Device)
i reopen this project, the settings are unchanged accordingly, but i find that the GPU-3D is RUNNING these GPUParticles2D! (see the task manager) take a breathe... when i select 2D workspace mode, GPU-3D usage is about 40%(?) and the textures still hide in general, and... the usage can't decline in many seconds (i set the timelife of these textures as 2.0 seconds).
after this, i manually set all GPUParticles2D's "emitting" settings as true, then false, then... the GPU-3D usage can become less than 2%. it's said that the workspace can run lightly again. and when the project reopen again, the problem will also reveal again.
really a small bug, although the project could run successfully in final, it may affect in making a big project which use several GPUParticles2Ds. there will be someone who is bothering of this. :P
well, in order to avoid that it is not my ARM device's fault, my another device can also appear just like this (GPU-3D usage is about 26%, 1st is forward+ and 2nd is compatibility):
even after running 5 minutes without setting unchanged... so i don't know why this bug didn't reach on 4.1.3 or earlier. (tears of joy again and again)
fin, here is running on Godot 4.1.3 stable version. no error occurred.
Minimal reproduction project (MRP)
oh yes~ i will make a zip package within MRPs (Godot 4.1.3.stable + Godot 4.2.stable).
PS: "GPUParticles2D > amount ratio" is a new setting on Godot 4.2, so don't worry, it's normal that the projects will run differently. p413.zip p420.zip
The text was updated successfully, but these errors were encountered:
Tested versions
4.2.stable
System information
Godot v4.2.stable - Windows 10.0.22621 - GLES3 (Compatibility) - D3D12 (Qualcomm(R) Adreno(TM) 685 GPU) () - Snapdragon (TM) 8cx Gen 2 @ 3.0 GHz (8 Threads)
Issue description
well~ i have met a small bug about enhancement, and how important it is... just read the steps haha.
this bug can also be found in Godot 4.2 stable version, 4.1.3 or earlier haven't met. (tears of joy again)
PS: i have also tried on DELL Precision M4700, which contains intel i7-3632QM and ATI Radeon HD 7700M, and runs on Windows 11 Pro x86_64. not only compatibility has been affected but also mobile and forward+.
Steps to reproduce
here are the steps when using Godot 4.2 stable version.
i make a new project and use three GPUParticles2Ds (the texture is icon.svg haha).
i set all GPUParticle2D's "emitting" settings as false, and use GDScript to change them, well, the project runs successfully, and GPU-3D usage is about 20%, then save the project.
here is my minimal project screenshot, it runs on Qualcomm Adreno GPU~ (ARM64 Device)
i reopen this project, the settings are unchanged accordingly, but i find that the GPU-3D is RUNNING these GPUParticles2D! (see the task manager) take a breathe... when i select 2D workspace mode, GPU-3D usage is about 40%(?) and the textures still hide in general, and... the usage can't decline in many seconds (i set the timelife of these textures as 2.0 seconds).
after this, i manually set all GPUParticles2D's "emitting" settings as true, then false, then... the GPU-3D usage can become less than 2%. it's said that the workspace can run lightly again. and when the project reopen again, the problem will also reveal again.
really a small bug, although the project could run successfully in final, it may affect in making a big project which use several GPUParticles2Ds. there will be someone who is bothering of this. :P
well, in order to avoid that it is not my ARM device's fault, my another device can also appear just like this (GPU-3D usage is about 26%, 1st is forward+ and 2nd is compatibility):
even after running 5 minutes without setting unchanged... so i don't know why this bug didn't reach on 4.1.3 or earlier. (tears of joy again and again)
fin, here is running on Godot 4.1.3 stable version. no error occurred.
Minimal reproduction project (MRP)
oh yes~ i will make a zip package within MRPs (Godot 4.1.3.stable + Godot 4.2.stable).
PS: "GPUParticles2D > amount ratio" is a new setting on Godot 4.2, so don't worry, it's normal that the projects will run differently.
p413.zip
p420.zip
The text was updated successfully, but these errors were encountered: