Awesome example of how much can you do with little. Congrats!
One thing: Playing on the Quest 2, at one point, the FPS start to gradually drop until it is unplayable (around round 8) It smells like some nodes aren't being queue_free'd, maybe? Maybe the proyectiles aren't being deleted? Or maybe the enemies aren't being freed after dying.
Thank you for playing! Your theory that some nodes aren’t getting queue_free()’d is correct, we were not deleting the arrow projectiles in the game jam.
After the game jam using the profiler, I have also noticed that most lag/stutter came from simply overlapping Area3Ds from “Find Collisions” while our project used Jolt physics in standalone builds, which was pretty strange.
Currently working on fixing it by setting masks/layers to 0 in unused Area3Ds, and also queue_free()’ing the projectiles. Additionally, we’re considering using less Area3Ds as well. So far it’s getting pretty smooth after that on standalone.
The PCVR version doesn’t seem to have any issues regarding lagging/stuttering luckily, and that’s why it’s highly suggested. I’d love to ensure the standalone version is optimized for a good experience on the Quest 2/3 though when our team ends up updating this game!
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Awesome example of how much can you do with little. Congrats!
One thing:
Playing on the Quest 2, at one point, the FPS start to gradually drop until it is unplayable (around round 8)
It smells like some nodes aren't being queue_free'd, maybe? Maybe the proyectiles aren't being deleted? Or maybe the enemies aren't being freed after dying.
Besides that, really cool!
Thank you for playing! Your theory that some nodes aren’t getting queue_free()’d is correct, we were not deleting the arrow projectiles in the game jam.
After the game jam using the profiler, I have also noticed that most lag/stutter came from simply overlapping Area3Ds from “Find Collisions” while our project used Jolt physics in standalone builds, which was pretty strange.
Currently working on fixing it by setting masks/layers to 0 in unused Area3Ds, and also queue_free()’ing the projectiles. Additionally, we’re considering using less Area3Ds as well. So far it’s getting pretty smooth after that on standalone.
The PCVR version doesn’t seem to have any issues regarding lagging/stuttering luckily, and that’s why it’s highly suggested. I’d love to ensure the standalone version is optimized for a good experience on the Quest 2/3 though when our team ends up updating this game!
Thank you so much for your reply! Really appreciate that you guys took a look into the issue despite the jam being over.
And again, congratulations for 1st place!