Godot: The Remote Scene Tree causes jerky movement everytime it updates

Created on 23 Nov 2017  Â·  19Comments  Â·  Source: godotengine/godot

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Godot 3.0 master https://github.com/godotengine/godot/commit/3a33725014169ce51d6ac581a4dce3b97a60da00

Issue description:

In the example, Every time the Remote Scene Tree updates it causes some choppy movement. If I disable the auto switching to it under Editor settings / Debugger the issue disappear.

Steps to reproduce:

  1. Open the example and make sure the remote scene tree is opened.

Link to minimal example project:

level_test.zip

discussion enhancement high priority editor

Most helpful comment

Until the performance is improved, I suggest to make the remote scene tree opt-in. You don't need it all the time, only when you need to debug the scene tree.

All 19 comments

As far as I'm able to tell, I managed to observe the effect. Not sure if there is much we can do about it?
cc @Geequlim

Also for now it might be worth to consider if Auto switch to remote scene tree should be set to on by default.

@Zylann huh seems like a duplicate... with the exception that as far as I can tell currently its enough to hide remote tree (open local instead of remote)

Should be modified to send this information over many frames to avoid stall

On Nov 23, 2017 5:38 PM, "kubecz3k" notifications@github.com wrote:

@Zylann https://github.com/zylann huh seems like a duplicate... with
the exception that as far as I can tell currently its enough to hide remote
tree (open local instead of remote)

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@kubecz3k folded nodes should be taken in consideration though, not just all or nothing of the tree

I observe of your example project. The choppy movement also exist on my laptop but it doesn't disappear after I switched to local scene tree and inspect local object.

It didn't slow down or have anything changed even when I update the remote scene tree and remote inspector more frequently by changing Remote Scene Tree Refresh Interval and Remote Inspector Referesh Interval to 0.1.

My Hardware and driver information:

Arch Linux with Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2)

There's substantial stuttering for me, the graph is for a scene with about 2500 nodes.

godot engine - harmon_i_c - level 1-2 tscn

Until the performance is improved, I suggest to make the remote scene tree opt-in. You don't need it all the time, only when you need to debug the scene tree.

And we don't need to update the remote scene tree or remote inspector so frequently.
There are settings to change the interval time for that in the editor settings.

the ideal fix would be to send the whole tree over many frames, though not sure if the problem is the scene tree or the property editing.

Is this still valid in the current master branch?

I can't reproduce on my hardware with the test scene provided, but it's a relatively simple one (might be more visible with a lot more nodes to sync).

At any rate, the debugger defaults to Local now so the problem only triggers when you pick Remote manually, in which case it's a tradeoff for the additional information you requested so it's not too bad.

Could still be improved as mentioned by @reduz, but not critical for 3.0.

I'm still getting stutters with 3.0 rc1, but it's only really noticeable with 1000+ nodes.

Is this still reproducible in the current master branch? I think it might have been fixed since then.

I don't know if this helps or not, but before I saw this issue I threw a profiler on the problem and this is the result from that:
image
Feel free to ignore it if it's useless information, but I thought it could be a hint on what part of the scene update is taking time. (This is in an "artifical" scene with just hundreds of duplicated objects.)

Still relevant in the current master branch (a1c396e55) with the test project in OP.

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