Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

A small bug in GPUParticles2D since Godot 4.2 #86009

Open
Lenbot-QC opened this issue Dec 10, 2023 · 0 comments
Open

A small bug in GPUParticles2D since Godot 4.2 #86009

Lenbot-QC opened this issue Dec 10, 2023 · 0 comments

Comments

@Lenbot-QC
Copy link

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.

  1. i make a new project and use three GPUParticles2Ds (the texture is icon.svg haha).

  2. 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.

  3. here is my minimal project screenshot, it runs on Qualcomm Adreno GPU~ (ARM64 Device)
    Screenshot 2023-12-11 012320

  4. 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).
    Screenshot 2023-12-11 012920

  5. 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.
    Screenshot 2023-12-11 013828

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):
Screenshot 2023-12-11 004834

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)
Screenshot 2023-12-11 005333

fin, here is running on Godot 4.1.3 stable version. no error occurred.
Screenshot 2023-12-11 020600

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants