Brotato

Brotato

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HAPPY Nov 20, 2024 @ 7:16am
fps drop in endless
I have relatively strong PC, my CP load is like 50% while playing, I can even play dota with 60+ fps while playing brotato. And anyway, my fps in brotato in 2 at the wave 103. the amount of projectiles and explosions it too high. I turned everything off, and It doesn't help.
Game was running with stable 144 before entering endless. Is there a way to fix this?
Is it possible to lower texture quality or animations manually in the files?
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Showing 1-5 of 5 comments
Woodeh Nov 24, 2024 @ 8:48pm 
Up
Shinibarty Nov 25, 2024 @ 6:15am 
dont play endless, that's it
pwyq Nov 26, 2024 @ 12:35pm 
same
elite outsider Nov 26, 2024 @ 6:14pm 
yeah, it's weird because it's a little hard to figure out what causes it
the easy answer is "everything"

even if you don't have any gardens/babywithbeard/snipergun/etc, you probably have a ton of enemies that have multiple outline shaders on them (icecube/curse etc)

could be anything. godot actually has good builtin profiling tools for this stuff, but if i had to guess there isn't a lot of incentive to optimize the game for long endless runs ... it would be ultimately pointless and a lot like playing endless but for the developers: there's always a limit to reach!

does the whole game run single threaded for everyone, or is that just under proton/wine on linux?
Last edited by elite outsider; Nov 26, 2024 @ 6:15pm
Lil Puppy Nov 27, 2024 @ 4:23am 
Nothing you do will improve performance on this type of game. This is an iterator problem in the game code. Significant optimization is necessary to reduce this problem. Individually the optimizations are easy, but there are soooo many of them to do.

Everything makes a sound, this makes lag.
Everything is animated, this makes lag.
Projectiles everywhere, they all have to be tracked, there's 10+ events per projectile.
"AI" has to be calculated every microsecond.
Character input has to be calculated every microsecond.
All the % chance items and stats have to be calculated for every event.
Special effects everywhere.
Creation of items on the stage creates lag.
Using arrays instead of collections creates lag now...

Game engines are not as optimized as they need to be, then a developer doing stuff with the engine just reduces the performance.

All of the options in the settings do absolutely nothing but reduce visual clutter, they don't remove anything. All the things that reduce opacity don't stop those special effects from happening when set to zero, they just don't get pushed to the monitor, they still have to be rendered. They should probably be turned OFF and removed from the render pipeline instead.
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Date Posted: Nov 20, 2024 @ 7:16am
Posts: 5