
Description
Godot version:
3.1.1, 3.2b2
OS/device including version:
Windows 10 Pro 1909 x64
Issue description:
Every ~10 seconds i get a one-frame spike followed by 1-3 really short frames. At first i thought it was my fault, but problem persists even in an empty project.
Exported project exhibits same behavior.
My specs are i5 7300, 16gb DDR4, GTX 1050
Profiler screenshots:
Steps to reproduce:
- Attach a script with empty "_process" method anywhere in the scene, so that Editor may pause the scene (only for a profiler screenshot)
- Run project and wait for ~10 sec
EDIT:
So, in trying to narrow down the issue(at least as far as my abilities go), i tested this on some other machines
i7 - 9750H / 16 Gb DDR4 / RTX-2060 w/ Windows 10 - same thing,
i3 - 3240 / 4 Gb RAM (didn't check at the time, i believe DDR3) / GeForce 8600GT w/ Windows 8.1 - same thing
I tried to check the first machine (i5 7300, 16gb DDR4, GTX 1050) with Manjaro 18.1.5 and didn't notice any of similar problems (although i couldn't get Vsync to work). Project, exported on Manjaro to Windows exhibits same behavior
3.2 rc4 didn't help.
EDIT 2: The Editing
I decided to try Vulkan branch just to see if something different happens.
Spikes aren't there, but i noticed really strange things happen with everything that is normalized for time (with delta), i haven't noticed this before because of short lag, but in Vulkan that short lag isn't there, and after some investigating, i found that sometimes delta is negative(with same frequency as spikes in stable version). Going back to 3.2, negative delta does happen at the same time as spikes, but not everytime.
So i guess, question is, could VSync issues and negative delta be related?
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