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Godot vs LÖVE performance

Posted: Thu Feb 09, 2017 11:17 pm
by bgordebak
I found two bunnymark applications for LÖVE and Godot for benchmarking. My PC isn't a high end one, but the result is food for thought I think.

I had 2400 bunnies on the screen when my fps dropped below 60 in Godot, but I had 4000 in LÖVE. It's almost twice as much. Probably with a stronger machine you'd end up with much more, but I don't know if this much difference is normal. If bunnymark utilities are identical, this means LÖVE is much more performant than Godot, and much more ready for professional 2D development.

Re: Godot vs LÖVE performance

Posted: Fri Feb 10, 2017 12:01 am
by Positive07
I think your benchmark doesn't make a good use of LÖVE, look at AutoBatch, I'm sure that you can get far more bunnies in! also there is vsync which may cause FPS to drop due to waiting for the screen refresh, and there is the sleep in love.run

But maybe the same applies to Godot and the benchmark doesn't make good use of the engine. This benchmark only take into account a single thing, and not a real world scenario

Re: Godot vs LÖVE performance

Posted: Fri Feb 10, 2017 12:08 am
by bgordebak
OMG, you're right! With autobatch I could get 26k bunnies!

Re: Godot vs LÖVE performance

Posted: Fri Feb 10, 2017 1:00 am
by Positive07
There you go! 10X the quantity Godot can, have you tried the other stuff? love.run modification and vsync disabled in conf.lua? Note that modifying love.run will cause LÖVE to use a lot of CPU but whatever, it's a benchmark!

Re: Godot vs LÖVE performance

Posted: Fri Feb 10, 2017 1:26 am
by bgordebak
I haven't tried other things, because now I see that these kinda benchmarkings doesn't mean anything in real life. Thanks.

Re: Godot vs LÖVE performance

Posted: Fri Feb 10, 2017 2:01 am
by Positive07
Yes that is the problem with benchmarks, but it gives you a good idea of how many draw calls can each engine handle easily so it's nice knowledge to have in hand. Thank you for your efforts!