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Pixel composer is now one of my most favorite programs I have, but this issue is really bugging me.
I made an image array of 217 64x64 images, and it takes 21ms to render, and for some reason it has to render on every frame? The rest of the nodes in my project are all in the 500us to 2ms range, and yet I'm only getting 20 fps, which, while "acceptable," is still slower than I'd like. Also, clicking on the cursed array node causes the editor to drop to around 5 fps, which doesn't seem correct. The memory usage is also pretty high (around 5 GB) but that's acceptable to me since I have more.
For context, I'm using the Scatter node to create a random grid of icons from the Godot engine. I'd rather use all the icons but PXC straight up crashed when I tried that (about 1000 icons).
Maybe there could be a node which renders and caches a single frame of the connected surface?
Computer is a Intel 12400f, RTX 3080, and 32 GB of 3200 MT/s ram.
The text was updated successfully, but these errors were encountered:
Pixel composer is now one of my most favorite programs I have, but this issue is really bugging me.
I made an image array of 217 64x64 images, and it takes 21ms to render, and for some reason it has to render on every frame? The rest of the nodes in my project are all in the 500us to 2ms range, and yet I'm only getting 20 fps, which, while "acceptable," is still slower than I'd like. Also, clicking on the cursed array node causes the editor to drop to around 5 fps, which doesn't seem correct. The memory usage is also pretty high (around 5 GB) but that's acceptable to me since I have more.
For context, I'm using the Scatter node to create a random grid of icons from the Godot engine. I'd rather use all the icons but PXC straight up crashed when I tried that (about 1000 icons).
Maybe there could be a node which renders and caches a single frame of the connected surface?
Computer is a Intel 12400f, RTX 3080, and 32 GB of 3200 MT/s ram.
The text was updated successfully, but these errors were encountered: