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I have bisected the issue down to commit 7b7bd1dceab61b7a5e6b6da10dd091d73549dd50, from PR #108219.
System information
Godot v4.7.beta4.mono - Linux Mint 22.2 (Zara) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 570 Series (RADV POLARIS10)
Issue description
I noticed a severe (60%+) FPS loss in the Bistro demo with Forward+, from 189 in 4.6.3 to 75 in 4.7 beta 4. This is without any enviroment node postprocessing and default shadow settings. Mobile and Compatibility renderers are unaffected.
The scene, as seen in 4.7 beta 4:
Running the visual profiler shows significantly increased opaque render times compared to 4.6.3.
4.6.3:
4.7 beta 4:
Radeon Developer tools point at a significant increase in the standard material's fragment shader VGPR usage between 4.6.3 and 4.7 beta 4 (84 to 256), causing a drop in occupancy from 3 to 1.
4.6.3:
4.7 beta 4:
I do not know for sure whether the reason for the performance loss is solely due to occupancy or if there's something else going on in the shader, but it feels like such low occupancy on its own could be a plausible cause of the problem.
Steps to reproduce
This assumes the MRP being set up with Godot 4.6.3.
Testing:
if Godot is open, close it (to ensure VRAM is freed if on <=4GB VRAM card)
open 4.6.3, launch project through "Run", and not "Edit"
see the FPS counter in the top left
exit
open 4.7 beta 4, launch the same project trough "Run" and not "Edit"
see the FPS counter in the top left
observe the drop in performance between 4.6.3 and 4.7 beta 4
Tested versions
I have bisected the issue down to commit
7b7bd1dceab61b7a5e6b6da10dd091d73549dd50, from PR #108219.System information
Godot v4.7.beta4.mono - Linux Mint 22.2 (Zara) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 570 Series (RADV POLARIS10)
Issue description
I noticed a severe (60%+) FPS loss in the Bistro demo with Forward+, from 189 in 4.6.3 to 75 in 4.7 beta 4. This is without any enviroment node postprocessing and default shadow settings. Mobile and Compatibility renderers are unaffected.
The scene, as seen in 4.7 beta 4:

Running the visual profiler shows significantly increased opaque render times compared to 4.6.3.
4.6.3:

4.7 beta 4:

Radeon Developer tools point at a significant increase in the standard material's fragment shader VGPR usage between 4.6.3 and 4.7 beta 4 (84 to 256), causing a drop in occupancy from 3 to 1.
4.6.3:

4.7 beta 4:

I do not know for sure whether the reason for the performance loss is solely due to occupancy or if there's something else going on in the shader, but it feels like such low occupancy on its own could be a plausible cause of the problem.
Steps to reproduce
This assumes the MRP being set up with Godot 4.6.3.
Testing:
Minimal reproduction project (MRP)
Setup:
.txtsuffix from the two files since otherwise GitHub won't let me upload themMainScene-lite.tscnas default scene