I get these framerates per second in scene without any light nodes:
MAX - 76
MIN - 34
AVG - 36

And now the same scene with one omni light:
MAX - 68
MIN - 10
AVG - 10

I tried to tweak quality settings, threading models, GLES Shader Compilation Mode and using completely new project settings. Nothing worked.
As I noticed, my FPS drops only when the light falls on other objects and an active camera sees it.
Also DirectionalLight doesn't reduce FPS as other light nodes do.

In my scene, I had a similar problem with Omnilight3d (technically, I still have the problem, I just disabled the light).
Do you get an error like "Condition "!light_storage->owns_light_instance(light_instance)" is true. Continuing" in the debug console? If so, then it's likely related to an unresolved bug with sdfgi + omnilight.

    IIRC omnidirectional lights tend to be the most expensive. Have you tried other types of lights?

      Well performance should drop, as more calculations are being made. But that does seem like a bigger drop than normal.

      What are your PC specs?

        Lighting is expensive, the problem here as far as I'm concerned in that without lights you are still only getting AVG - 36 FPS. Here's an example from the project I'm working on now with a 3 year old computer:

        No lights: min 300 FPS
        Lights on: min 190 FPS

        Huh, I guess I'm the only one who thought it was a mobile export.

        Could be mobile, but 10 FPS still seems abnormally low. But the OP hasn't shared their device or the complexity of the scene, so it's all guesses here.

        cybereality

        • CPU: Intel Core i3-3217U
        • RAM: 8GB DDR3 1600MHz
        • GPU: Intel HD Graphics 4000
        • Screens: Main 1680x1050, second 1366x768. Both 60hz.

        Also I should note that the performance issue isn't present on HTML export.

        If you have shadows enabled, those can be really heavy (except for directional light). Your system is also pretty old, so you might want to use baked shadows / lighting.

        I have shadows disabled, if you ask about filter I use PCF5. Also I tried baked lighting/shadows. Nothing worked.

        Just saying, Intel HD 4000 is way below specs.

        It doesn't support Vulkan anyway, so time for a change.

        Try running in a window with a low resolution.

        Edit: re Vulkan support, it seems as if Vulkan 1.0 is supported (spotty) on Linux, and not at all on Windows.

          I mean, yeah. Honestly, the chip came out 10 years ago, and was crappy even back then.

          That said, you should still be able to render a couple cubes.

          Pixophir Edit: re Vulkan support, it seems as if Vulkan 1.0 is supported (spotty) on Linux, and not at all on Windows.

          They are trying to use 3.x not 4.x

          So it stands written :-)

          But one day ... you know ... it comes open us, the wish to use the latest version.

          Btw., I can't run neither Vulkan nor OpenGL 4.5 on my old notebook with HD4400. and for an engine it is too slow, man 😎

            Pixophir Yeah I'm saying what I quoted is a bit off topic to this specific topic here but is indeed relevant to the user, of course.