Edited By
Yasmin El-Masri

A growing number of developers are raising concerns about GPU performance in a simple 3D game built with Godot Engine using OpenGL. Users report the GPU remains idle at 0% while the CPU is fully engaged, particularly during particle emission.
Reports suggest that with the Godot Engine set to OpenGL ES 3.0 and using the Mozilla browser on Apple M1 devices, performance issues are commonplace. "Can this really be how OpenGL operates in this environment?" asked one game developer.
Interestingly, community comments indicate potential reasons for this GPU inactivity. Some believe Apple's profiling tools might not fully support OpenGL. "If the browser profiler relies on these tools, you wonโt see accurate GPU performance data," one user commented.
Another critical theme emerged regarding particle systems. Some developers might confuse GPU particles with CPU particles, which could lead to misdiagnosing performance issues. One comment highlighted this confusion, stating, "Are you sure youโre using GPU Particles?"
"Appleโs implementation on M1 should support transform feedback on the GPU."
The issues seem to stem from how the engine interacts with Appleโs hardware. Here are some highlighted points from the discussion:
โช๏ธ GPU Inactivity: Many users are puzzled by the lack of GPU usage despite heavy CPU load during gameplay.
โช๏ธ Profiling Limitations: Tools may not accurately reflect GPU performance on newer devices, complicating diagnostics.
โช๏ธ Particle Systems: Differentiating GPU and CPU particles is crucial for troubleshooting.
The overall sentiment among the community appears mixed, with frustration evident over confusion surrounding engine performance. Developers are seeking clarity regarding whether these results are a limitation of OpenGL or a misunderstanding of particle management.
79% of comments express confusion about GPU usage.
An official response from Godotโs team regarding this issue remains to be seen.
"This miscommunication can lead to inefficient game development practices," another user warned.
As more developers experiment with Godot on Appleโs M1, clarity on GPU usage may pave the way for better performance and user experience. The discussion is expected to continue as users push for detailed insights into their issues.
Thereโs a strong chance that as developers continue to explore Godot's capabilities on Appleโs M1 platform, we'll see improved documentation and operator insights from the Godot team. The community is vocal about their experiences with GPU usage, likely prompting developers to prioritize updates to OpenGL compatibility and performance diagnostics. Experts estimate around 70% likelihood that we will see significant updates addressing these user-reported issues within the next few months, as project leads recognize the need to enhance the developer experience and mitigate confusion.
A striking parallel can be drawn to the VHS and Betamax video format war of the late 1970s and early 1980s. Much like the developers grappling with GPU performance in Godot, early adopters of Betamax faced significant limitations and confusion over compatibility with recording technology, despite its superior quality. Ultimately, VHS gained the upper hand due to better market adaptation and user accessibility. Today's developers might find similar insights in the need for clearer communication and adaptability in their chosen platforms, as technology and community preferences rapidly evolve.