Bug Issue: Rendering Call Buildup, Resulting in Big GC Frame Drop

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  • Junior Stencyler
January 29, 2021, 12:57:38 pm
   I've found that on desktop (specifically Windows, I haven't been able to test any other desktop platform) even in a blank game with a single movable actor, there are periodic, very large freezes, coming from a bunch of rendering calls being collected. The three big calls being collected are:
Code: [Select]


  Luyren ran my test on his device, and while he says he also experienced the frame drops, he didn't notice the freezes.

  This is making it difficult to develop, since large full-second freezes aren't exactly acceptable. I can combat it slightly by forcing garbage collection very often, but once a game gets anything really going in it, this slows everything down.

  I've attached the test .stencyl file I sent on Discord for ease of access.
« Last Edit: January 29, 2021, 02:54:27 pm by Akemi »

New attachment added by Akemi - January 29, 2021, 02:53:42 pm


  • Junior Stencyler
February 11, 2021, 12:46:28 pm
  I've done some further testing on 4.0.1 and 4.0.2.

  4.0.1 doesn't use Context3DRenderer, and doesn't have the freezes.

  4.0.2 does use Context3DRenderer, and does have the freezes.

  Luyren tested 4.0.4 again, on both the public build and private build, and found that his previous test had been a false negative: both builds have the freezes present.


  • Master Stencyler
  • *
April 04, 2021, 06:36:18 pm
IIRC OpenFL reworked its rendering stack again recently, so once we pull in those updates with Stencyl 4.1.0, we'll see if the problem persists.
  • Tags added: 4.1.x

Pages: 1


  • Reported
    January 29, 2021, 12:57:38 pm
  • Updated
    April 04, 2021, 06:36:18 pm

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* GC Test.stencyl (386.22 kB - downloaded 197 times.)