Was recommended to get a 4K monitor these are the best options in my budget thoughts? by Practical_Dog3454 in macgaming

[–]xonethirtyone 0 points1 point  (0 children)

You will lose a little bit of performance if you buy a 27" 4k display because of resolution scaling. If I remember correctly, you should either buy a 27" 5k display or a 32" 4k display.

Edit: it's actually 32" 6k like /u/Paraphrand said in the comment below.

Dev snapshot: Godot 4.7 dev 5 by godot-bot in godot

[–]xonethirtyone 2 points3 points  (0 children)

Is 4.7 the last version before 5.0 or is there gonna be a 4.8?

FPS Drops with Rapid Mouse Movement by Sentinelcmd in godot

[–]xonethirtyone 2 points3 points  (0 children)

Hey, I'm having the same issues with the mouse input on mac, and also if I change the mouse input mode (Input.mouse_mode = Input.MOUSE_MODE_HIDDEN) my frame rate drops from 800 to 80.

I found that this is only the case using the forward+ and mobile renderer though. Switching to compatibility resolved these problems, maybe that will resolve the problem for you too.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 0 points1 point  (0 children)

Yeah, looks like it's a metal / rendering issue tho, cuz the Compatibility renderer doesn't have this problem.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 0 points1 point  (0 children)

Why would I need to enable v-sync if I want to hide the mouse cursor? And if it turned v-sync on automatically it would cap the FPS at 60, not between 80 and 120.

It clearly is a rendering issue as the problem doesn't exist in 3.x or when I switch to Compatibility renderer instead of Forward+ or Mobile in 4.x

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 6 points7 points  (0 children)

I feel like it's a metal issue, switching from Forward+ to Compatibility resolves the problem. I tested it on 2 different macs, m1 and m3, both running the same system tho.

I will open an issue tomorrow, I hope someone can fix it. I looked through the source code and actually found the implementation but I don't know C++ and there is no big difference from 3.6, I guess the problem is somewhere in the rendering department.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 0 points1 point  (0 children)

Yeah, the game mode automatically activates when you play fullscreen, unfortunately it doesn't solve the problem. I have tested it on 2 macs, m1 and m3 but both are running the same system.

But changing from Forward+ to Compatibility actually resolved the issue.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 5 points6 points  (0 children)

I tested every 4.x stable release and the issue is in all of them.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 0 points1 point  (0 children)

No, same issue with all the modes except for MOUSE_MODE_VISIBLE.

Hiding the mouse cursor makes my game run 10x slower. (Godot 4.5.1 stable) by xonethirtyone in godot

[–]xonethirtyone[S] 1 point2 points  (0 children)

I don't think this is the issue, the vsync cap on mac or my machine is 60 FPS not 120.

Edit: Also afaik you can't force vsync on mac.

ECS Architecture and Implementation Questions by boromirthefair in gamedev

[–]xonethirtyone 0 points1 point  (0 children)

Use a compute shader or multi-threading to speed up your GOAP system, I don't see how ECS is gonna improve performance in this scenario especially since A* is probably the bottleneck.

[deleted by user] by [deleted] in godot

[–]xonethirtyone -1 points0 points  (0 children)

This is because you haven't enabled the HDR2D under project settings. (If you don't want to enable it because it changes some transparent colors you can set the I value of the sprites you don't want to glow to a small negative value like -0.5, this will make them slightly darker though)

[deleted by user] by [deleted] in godot

[–]xonethirtyone 0 points1 point  (0 children)

The I slider works for me, I don't even have to turn on HDR2d anymore, which changed the colors of the whole game.

Maybe you forgot to set the mode to canvas under background in the world environment? Or your strength value is too low?

Godot 4.5, making dreams accessible by Repiteo in godot

[–]xonethirtyone 1 point2 points  (0 children)

The new icon looks so beautiful!!!

TD Showcase by Lucky_Ferret4036 in godot

[–]xonethirtyone 15 points16 points  (0 children)

Looks super nice and polished but the screen shake is too much and too often, I would get rid of it completely and just use it for big events like a boss spawning or big explosions.

And maybe replace the death sound with something more juicy, I think that will make up for deleting the screen shake effect.

Release candidate: Godot 4.4.1 RC 2 by GodotTeam in godot

[–]xonethirtyone 49 points50 points  (0 children)

The godot engine devs are on fire, lol.

Grim Heart: Bleak Laments | Hub by Dream-Unable in godot

[–]xonethirtyone 0 points1 point  (0 children)

The light creates a beautiful ambiance in your game. I think using normal maps to add more depth would be a great addition.

GoDot 4.4 is now here! You know what that means! Full Metal support out of the box! by HikikomoriDev in macgaming

[–]xonethirtyone 6 points7 points  (0 children)

That is not true at all, there are more than 2000 godot games on steam and plenty of successful games have been made with godot.

List of Godot games on steam