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FPS monitor always shows 10000 on Android with GL Compatibility renderer #74209

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Manik2607 opened this issue Mar 2, 2023 · 4 comments
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@Manik2607
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Godot version

4.0

System information

Realme note 8 pro

Issue description

When running Godot on Android fps monitor shows 10000 fps even when real fram rate is low !
Here is a image ;
Uploading Screenshot_2023-03-02-09-57-40-08_653f2d6f0c14415f40b50121f34f510c.jpg…

Steps to reproduce

Create project on Android.
Enable show fps .

Minimal reproduction project

Every project!

@AThousandShips
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You need to wait for the picture to upload before you post, edit the post to fix this

@clayjohn
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clayjohn commented Mar 2, 2023

Sounds like a duplicate of #69218 if this is a gl_compatibility project

The problem is that the GPU time counter doesn't work on mobile when using gl_compatibility so the numbers aren't accurate. The root of the problem is that the label says it is reporting FPS, but it's not. It's reporting how many frames could draw in a second if each frame takes the reported amount of GPU time

See also: #69228

@akien-mga akien-mga changed the title Fps reamins 10000 (Android) FPS monitor always shows 10000 on Android with GL Compatibility renderer Mar 2, 2023
@akien-mga
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akien-mga commented Mar 2, 2023

We should probably hide this indicator on when running GL Compatibility on mobile, at least until it's fixed.

Or have it show clearly when it's not able to make a useful estimate.

@Calinou
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Calinou commented Oct 11, 2024

#75512 would partially address this issue, at least for the FPS readout.

We can hide the CPU/GPU time if their returned value is 0.0 (before the editor clamps it to 0.01.

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