Godot 4.4 performance on android

I have a game that I have been working on for a little while, it was started in 4.2, updated to 4.3 for the new tilemaps and now updated to 4.4.

Other then a couple small hick-ups involving not using “:int” in a place I should have resulting in something being displayed to the player as a float, oops, every thing went well.

…and then I exported the game to my android phone, and even tho it should be faster, as it no longer listens for things like accelerometer by default, it is running/changing scenes everything MUCH MUCH slower.

I was wondering if anyone else has experienced something similar. It is of course possible I missed some new setting (like no longer listening to the phone sensors by default).

Thanks in advance,
Patrick

Given the new minor release is pretty new, I’m not surprised to see a post like this, especially given that 4.4 touched almost everything in some way as far as I can tell. Thorough as they are, the Engine Contributors can’t test everything.

It looks like there were several big performance regressions like this on mobile platforms during the development of 4.4, and although it seems like they were all fixed before release, it does suggest that something might’ve been overlooked.

This could also be part of the equation; I’ve already seen two workflow changes for students who are running 4.4, so it’s not beyond consideration.

Not sure there’s too much that can be done about this until the minor version matures a little (unless of course you want to submit a bug report to the Engine Contributors, which might not be a bad idea).

BTW, have you checked the migration guidelines for 4.3–>4.4?

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Thank you for responding.

Yes, I have read through that, maybe not thoroughly enough :slight_smile:

I.e. I have a game published on the play store that was written in 4.2, it uses the phones sensors for controls, so when I eventually update it, now I have to explicitly tell Godot to listen for the specific sensor.

There are a LOT of changes in 4.4. Other than this performance ?bug? I really like it.

I Just figured with all the students and instructors etc. here it would be a good place to see if anyone else had this specific issue.

Patrick

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Makes sense; you may want to try the Discord server too in that case =)

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Update:

This bug seems to be hardware specific, I am a bit limited for what I have on hand, and Linux+android emulator+Godot don’t always get along, I use what I physically have for testing first, here’s what I found so far:

Better performance on very old Samsung Galaxy Tab A
About the same on a newer Galaxy A03s phone
Much worse on older Galaxy A21 phone.

Obviously none of these test devices are state of the art in any way. If I can narrow something down I will see about submitting a bug report.

Maybe an idea for an advanced mobile class, it could include trouble shooting performance issues, how to use sensors and feedback, using things like Input.vibrate_handheld() etc.

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Yup, that’s inline with what little I could find on this.

Troubleshooting tips are always nice ^v^

Hi,

Sorry for replying late, I’ll be back home tonight , I’ll see if I can offer some more troubleshooting that I had to do.

I did find that I had to chop and change a bit with what chipset to target on android build to get it running nicely.

When I have the phone plugged into PC I enable ‘remote debugging’ option that shows the console window and shows any errors that might not affect the game logic, but can chew up mobile cpu ticks.

When I’m home today ill update post with screenshot and more info.

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Found a screenshot from a post I Don last year.

image

If you enable that, then use the one click deploy with phone plugged in. Should show any errors that might be happening in background or anything that godot and phone don’t play nicely with.

Worth a shot

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