Curious about the performance - did you have hardware acceleration turned on in your browser, and do you have a dedicated graphics card? I dev on a mid-range gaming PC and had my eye on the visual profiler while I was working on the game's effects, but what you're describing is way worse than I'd expect (I get ~6.5ms @ 1440p on an RTX 3070). Any hints on what's going on would be extremely helpful. Thanks for playing regardless :)
Viewing post in Al Pigeone's Tri-State Takeover jam comments
Here’s my setup:
- Arc Browser (so Chromium under the hood)
- Hardware acceleration enabled
- MacBook Air M1 2020 running Sequoia 15.7, 16GB RAM
- My monitor is 3440x1440 but I wasn’t running running it at fullscreen - the game window was roughly 1400x1400
How are you doing the swaying effects of the grass and the trees? That seems to be the bit that could be fairly expensive depending on the implementation
Let me know if you need any more info - happy to supply if I can!
Forgot to respond to this, sorry! The swaying is definitely the heaviest part, it's doing 3 vertices * 4 3D noise samples (base + detail, X and Z displacement) for every blade. I've used Godot's built-in noise textures in the past but they always had a considerable increase in load time so I was trying out the noise implementation here. It ran very poorly on my dad's Mac too, but his is absolutely ancient, so I was hoping it would be better on anything Apple silicon and later. Will definitely try and include quality settings in the future (and post-jam patch), and/or maybe just eat the file size cost of a baked texture.