Hello, I am getting low FPS when I test my Godot 3D project on some mid or low level Android models. Even in a project consisting only of lights, camera and cube, I get low FPS. The main factors that cause this are resolution and light. If I lower the resolution, the quality of the objects decreases. If I don’t use light it will be dark.

Note: I use Renderer mode: gl_compatibility

What setting should I make?

If you can, try using only baked lighting. If that works well you can also try experimenting with mostly baked lighting, and select dynamic objects can be dynamically lit. The latter is what games such as Mass Effect 1 did just to give you an idea of what you can achieve with it.

    Megalomaniak There is Lightmap as cooked lighting in Godot. But unfortunately Lightmap is not supported for renderer mode: gl_compatibility. Supported for mobile and forward+

    When I select Renderer mode: mobile, 3D objects do not appear on the screen.

    Then alas, your best option might be to use godot 3.x or wait and hope for some future update to godot 4.x to improve in this area. Mind, if you bake lightmaps in an external DCC application such as blender then you can also write and use a custom shader making use of these lightmaps in godot 4. Though just how well that will work for your project depends on it's needs. YMMV

    hmm maybe you could try to bake light into texture of the illuminated objects, they may look worse than real-time static lighted, but it's better than unacceptable shitty fps with pretty graphics.