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Performance Optimization for Android Deployment #142

@MizunagiKB

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@MizunagiKB

Thank you so much! I was just about to report/ask about poor performance on Android. In a blank project with no code, and just the "Niziiro Mao" model, I was getting only 7 fps in Bluestacks on Vulkan and 9 fps on OpenGL, on my pc (Ryzen 5 5600, 3060 Ti).
Nothing I tried seemed to improve the situation - changing the project resolution, model texture size, or mask viewport size made no difference. But i tried this code and even though on OpenGL it improved slightly to 25fps, on Vulkan, it jumped to 80fps with a static model. Now, making a game in Godot with a Live2D model and releasing it on Android is actually plausible.
FPS drops when motion is applied or parameters are changed, sometimes going as low as 20fps, but adjusting the mask viewport size significantly improves performance, although it breaks the eyes' rendering.
I'm not much of a programmer myself, so may I ask if there's anything I can do on my part to improve performance even more?
In any case, i hope you will continue the development and make it even more optimized if possible.
Thank you erodozer for this fix and all the improvements you bring to this project!
And thank you MizunagiKB for your huge work, that is making this addon in the first place and your continuous support of it!

Originally posted by @cigarette-craver in #140 (comment)

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