In the last week I have noticed a huge preformence drop from my computer when I try to have 2 defold editors running at the same time. Synchronizing helps a lot, but the performance drop is still noticeable.
Just having Edge and two editors running at the same time (without constant synchronizing) brings by laptop FPS to single digits. (Im just in the editor). I get the same problem when just running one editor with a bigger prodject. I think it has to do with the disk usage when you don’t synchronize EVERY GODDAMN SECOND!!!
Is it just that my laptop is slow, or did something change?
Hmm… last week was pretty slow for the editor 2 team, so can’t think of anything obvious. Could you please report this through Help > Report Issue so we get some basic info on your setup?
Me and my whole team has experienced this as well.
Fans are going crazy all of a sudden and workability drops to almost zero. It’s been both OSX and Windows.
I mostly find this happen when having a collection window (or a couple) opened and maybe tried a particle system in it.
So something has almost certainly happened in the two latest updates.
Hi @Vincent!
Hard to track down this performance drop. Are you saying the performance gets better again after you go through the steps of File>Synchronize ? Does it help to simply flip to another application for a while and then back to the editor? Does File>Save All help?
We know playing particles in gui/scene consumes unreasonable cpu%. Have you seen any other cases? What if you open a smallish project? What if you close all tabs?
Disclamer: I used Defold Engine 1.2.119 (2406775) so it could be fixed now.
I think that it is some sort of memory leak when having unsynchronized things for a long time, or the editor opend a long time. Yesterday I opend 2 prodjects and had no problem runnig them, but when I came back 10h later I had to close one and synchronize the other to not drop below 10 FPS (I wasn’t able to take a screenshot of the task manager because I diden’t have a hotkey for it and the FPS was so bad that I could not quick search and run the snipping tool)
Before synchronize after ~10h (One prodject) (0 - 10 fps)
CPU, Memory, Disk, Network, GPU
After synchronize: (less lag, but still around 20fps)
(The disk usage peeked at 12MB/s and the memory peeked at 1000MB)
After opening the same prodject with the same changes as before (Before synchronize, no lag)
After: (around the same stats as before, no lag)
I only chaged the posision of an gui node and version number (only had the gui and game.object up, closing them did nothing). When restarting everything ran smoothly. I think that the amount of time spend in the editor has to with this because I only got the problems a few hours in, and can’t replicate it with a editor that has only been running 10min.
I don’t know if this has been fixed and the numbers I have given are just one screenshot. I have to do more testing for more reliable results.
The project that killed my computer only have 1 GUI, 1 GUI script, 5 Images, 1 Collection, 1 Render and 1 Renderscript. So I think that counts as a small project. The funny thing is that I closed the more demanding editor of the two, and that ran a even smaller game without anything saved. It just had the gui script opend and a gui sceen.
Open some diffrent windows (I used a normal GUI screen)
Wait for like an hour
This works for me, the disk usage went from ~0MB/s to 4MB/s after 45min
Then is you close the windows it goes back to ~0MB/s
Has to be some sort of overflow, memory leak.
Edit: That explains why I had to synchronize so often, I had like 10 diffrent windows open, making the leak faster. I don’t know but that sounds reasonable.
Could you please mail me the log files from when you ran these experiments? Help>Show Logs should help you find them. Could be that we’re logging exceptions at 60 fps
The issue in @Vincent s case is an opengl exception being thrown roughly every other frame. We exacerbated the problem by logging each exception to disk, making us drop even more frames. We’re now throttling the logging to one exception per minute. Please let us know if this helps somewhat, or if you have any more repro cases (apart from playing particlefx) where performance drops unexpectedly.