Comments (4)
@agmathew I traded some comments with the poster on reddit and we found out his GPU is a GeForce GTX 765M (in this comment)
So the hypothesis that the problem is the video memory usage is quite plausible, and for reference, I searched for the release that of that GPU and it is some time in 2013, so we are probably looking at a pretty old notebook with hybrid graphics that uses this mobile GPU.
To make things faster I'm only cutting the "effects" textures in half for both the area and grenade attacks as this has already reduced the memory usage by almost 50%, from 2.64 GiB to 1.38GiB on GPU texture usage memory.
But if we have more time and budget maybe we could think of a system to split the level in smaller scenes and load them seamlessly, but I don't think this is a good time for it as load_threaded_request
still has quite a few bugs, I had noticed the wrong status report one, and then found the others.
I'm leaving this open for now though as I'll wait to see what our friend on reddit replies once he tests again, but besides what's written here I'm out of ideas.
What do you think? Do you think it's worth to try to instance tax man dynamically even if we don't split the stage is smaller scenes?
I'm kinda worried that this will not give any result as either taxman's tscn will already be loaded and just waiting to be instanced, and thus the textutres already on the memory, or we might have hiccups trying to load the taxman's scene if we try to load it in the background and it's not ready when we need it.
from template-beat-em-up.
Let's just scale the effects textures by half for now and start with that. We can revisit the load_threaded_request
once things have stabilized a little. The dynamic loading only really helps if we're unloading other things, otherwise we're just delaying the crash from the beginning to when the player reaches the Tax Man. It also makes me wonder if there's an opportunity for a more generalized solution where we make it easy to load and unload scenes in our templates.
from template-beat-em-up.
@agmathew The template already has a very simple "background loader" for loading the game scene while you are on start menu.
For example, if you open the game and go to how to play and is reading the instructions there, chances are that when you click play you won't see the "loading bar" at the bottom and won't have to wait for it to finish loading, I only show that if the scene hasn't finished loading yet.
I think that can be reused in other projects, but whatever we do to split the level itself in smaller parts might be too specific.
from template-beat-em-up.
@agmathew also I'm closing this one for now, it's a very specific bug, we found the source but even reducing the images on tax man still haven't solved it for the user on reddit:
https://www.reddit.com/r/godot/comments/yv5cgd/comment/iws5syo/?utm_source=share&utm_medium=web2x&context=3
Only thing that did was removing tax man as a whole. I think we should get back to this once godot 4 is stable and try to find other images that maybe are too big, but also refactoring stage 01 to be a collection of smaller scenes will probably be the best solution, and it's a new feature so kind of out scope for this particular bug.
from template-beat-em-up.
Related Issues (20)
- Extend SpriteRepeater script for easily adding and extending Chain Link Fence HOT 1
- Create Camera that can follow a character or can be fixed/limited HOT 1
- Create Triggers that can spawn enemies HOT 1
- Create Triggers that can modify the camera HOT 1
- redo prototype progression now being able to walk in a simple level HOT 1
- Typo in filename: "quiver_figth_room.gd"
- Typo in node name: "Stage_01->Colisions" HOT 1
- Implement Background assets and Create Levels based on Noah's mockups
- Windows export crashes when choosing quit to main menu
- Remove "manual fixes" to shader losing paramerers saved on tscn on exported game
- Possible to get into state where you can't do damage to enemies
- Enemy got stuck in knocked down state HOT 5
- Player character twitches very quickly when colliding with the screen boundaries
- Tax Man's colors are darkened
- Character walk/animation speed makes them look like they're skating a little bit HOT 4
- Download archive on Github is corrupted HOT 1
- Remove work around for landed animations when Godot issue with substatemachines on AnimationTree gets fixed.
- Adjust UI again once Godot's regression with StyleBoxTexture gets merged
- Create work around for "knockout_landed" animations because "sub" StateMachine bug was moved to 4.1
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from template-beat-em-up.