Let this run without touching it for like 5-10 minutes. Post a screenshot of any spikes in frame time without touching it (resizing / minimizing will add frametime too so don’t touch the window). Post your computer specs too.
Running in a macbook pro from 2015-isch. A single external monitor connected. Had the benchmark running while compiling code, running other instances of defold, using chrome/slack etc.
Have you tried closing all other applications while running the test? Especially Fraps or other benchmarking software which might potentially interfere.
Tests with nothing running that isn’t crucial. AV set to gaming mode. My CPU is kind of old now but it still shouldn’t be a problem, other non-Defold games doesn’t seem to have similar lag spike issues. Especially with such a simple example this shouldn’t happen.
Main problem with these spikes is it can let big dt spikes happen which can let object teleport through physics geometry too easily. But they are also noticeable and annoying. And if set display settings to
vsync = 1
update_frequency = 60
The vsync issues show up with the game running super fast on lots of people’s computers. Even happens in HTML5 builds.
Away from the computer for half an hour. Have a lot of softwares open. Firefox with (10+ tabs - including paused youtube), text editors, quicktime, sourcetree, photoshop, golang, pycharm, discord, slack, onenote, open office and a few more.
Tried to resize the window and it stayed at 16.113 - Only thing that made it go up was (full screen) maximising the window.
Operating System
Windows 10 Pro 64-bit CPU
Intel Core i7 6600U @ 2.50GHz 41 °C
Skylake-U/Y 14nm Technology RAM
16.0GB Dual-Channel DDR3 @ 798MHz (11-11-11-28) Motherboard
LENOVO 20EV000YUK (U3E1) Graphics
Generic PnP Monitor (1920x1080@60Hz)
LG FULL HD (1920x1080@60Hz)
Intel HD Graphics 520 (Lenovo)
2048MB ATI AMD Radeon R7 M370 (Lenovo) 42 °C
CrossFire Disabled Storage
465GB Western Digital WDC WDS500G2B0A-00SM50 (SATA (SSD)) 31 °C
Here is an updated test with an appmanifest included to remove Physics2D,Physics3D,Record,Facebook,Gameroom
Please test again like before.
For me I tested it 10 minutes with photoshop open, a bunch of Chrome tabs open including reddit and twitter, twitch playing, editor open, and peak was only 16.700.
By the way the console still says
ERROR:GAMESYS: Could not retrieve the physics socket ‘@physics’: -6.
when excluding physics on a blank project.
Please test version 1 again if you test version 2 just let them run on a device without touching them for at least 5 minutes. I tested version 1 again now and max peak frame was 16.718 ¯\(ツ)/¯ This was in same testing situation with a lot of stuff open doing things. Although I think this is a new engine version I’m testing on now too.
Both cases peak was Engine.Frame and below that Profile.Draw so at least right now probably only the profiler contributing to higher peaks and with it excluded too may have no similar peaks on an almost blank project under reasonably normal user situations?
ERROR:GAMESYS: Could not retrieve the physics socket ‘@physics’: -6.
Environment
Waterfox opened 9 times each with anywhere from 5-30 tabs including a bunch of paused youtube videos
My own defold project I was working on and building constantly to check things
Affinity Designer
I ran each for around 10-15 mins open in the background and then only opened once to screenshot at the end.
PC Specs OS
Windows 10 pro 64-bit CPU
Intel Core i9-9900k @ 3.60GHz RAM
32GB DDR4@3200MHz Motherboard
Gigabyte Z390 Aorus Pro WIFI GPU
Nvidia RTX 2080 Storage
Samsung 970 EVO Plus NVMe SSD 1TB Monitor
Asus 1920x1080@144hz