Exactly!
The performance just goes all over the place with no reason, then you think its because of your code, you redo a bunch of work and nothing, then out of no where it starts working well again, then back to poorly, and so on…
Im guessing more people dont have this issue since their projects are so small they never really reach the 10.00+ms where the fps starts taking a hit.
It also seems like older version of GDevelop run better… so… My second guess is that its something they did to the engine to support 3D Games, ruining what they were truely good at…
I really hope they dont keep going down this route and ignore this kind of stuff…
I love GDevelop to bits, thats why im so invested in this, it breaks my heart that something like this still exists…
I really wish i could dig more and just point at it and go “There it is! You can fix it now”, but no real testing i can do will have that result.
Iv done so many tests and all i can tell is that performance is unstable, its never the same, some times its good, some times its bad, something as small as alt tabbing out of the game can send it from good to bad.
Memory usage is also all over, but has little to nothing to do with performance, iv had good and bad performance with the exact same memory usage frrom GDevelop, so its not like its a memory leak or something.
It just feels like sometimes it overloads on start up or something and then stays that way… or it starts well, but if you do anything like tabbing out it will send it downhill…
I really dont know man, i still have no clue about the “missing” stuff from the “events” on the profiler, the “ms” thats not from any event group that a huge chunk of performance and i have no clue where from since all my events are under one big event, so it should be easy to spot…
Hopefully some of this will get to the devs and theyll spot something we didnt.