Godot 4.3.1-stable
Windows 11 Home 24H2
i5-12500H, 3050 Ti Laptop GPU

I was trying to optimize my game (which has a fairly hefty number of draw calls) and noticed that Process was consuming around 20ms. After a few hours of troubleshooting, I could not isolate the issue.

The exact same thing is happening on a completely empty project.

Anyone have any ideas or run into this before?

I'm running on a fairly fresh install of Windows (only about 2 weeks old).

    Full shot of the profiler (you can see nothing is consuming anywhere close to 20ms)

    I have no direct answer why this is happening... but....

    1) Does it do it in compatibility mode?

    2) Are you running this in some virtual machine?

    3) Do you have multiple programs running in the background?

    4) Is your PC overheating?

    Maybe try creating an even simpler scene... like a basic platformer... character.... floors.... and see if you still get the same result.

    If you go thru and delete nodes... do you notice any change in the process time?

      your computer should have absolutely no issue running any of this from your specs

      also don't forget to check the "remote" tab to see what nodes are actually in the scene.

      i have had "on screen notifiers" not work with .is_on_screen() unless i used the signal to queue_free().... which created (in my case) hundreds of nodes to process that i "knew" i "had" deleted.

      i wasn't sure why it wasn't working with those nodes in my script... as i did the same thing in others*, but it can be very stupid stuff like that to make a program bog down hard.

      a month later

      kuligs2 20ms is not even 60fps. Maybe I am misunderstanding something about how _process functions? But I thought it was a part of the core (single-threaded) engine loop.

        REVBENT Sorry for the delayed response. Still haven't figured it out. This 20ms number does not seem to impact my game in any tangible way. So I've been ignoring it for now. I'm able to get 140fps + in my full game project.

        Answers to your original questions:

        1) Yes
        2) No
        3) No
        4) No

        This scene has a default cube, a world environment, a light, and a camera - I'm not sure how it could get any simpler.

          michaeljared 20ms is not even 60fps

          20ms is 50fps, which is not a huge difference.

          michaeljared This 20ms number does not seem to impact my game in any tangible way

          Then why be concerned about it?