In my tests Bevy is incredibly slow at starting up and choppy. I must be doing something wrong, as I see others even do 3D stuff?

This is me starting my little test. A 2D camera, JPG background and 41 sprites. Should it take this long? Most of the time the window is blank my logging says that everything is loaded and Bevy is doing something own. Once it starts, it's really choppy for some seconds. After that it animates quite nicely.

I run a dev build. A release is better.

#bevy

The video is now slowed down. Hm, there's a libbevy_dylib.dylib in the target/debug folder and it's 420MB. But shouldn't that one be loaded before the window is even shown? I used the "dynamic_linking" feature as it was supposed to be better for performance. Maybe I need to get rid of all modules and whatnot that I don't need.

This slowness makes quick iterations annoying and I am slightly disappointed. Making anything bigger than tiny tests will not be feasible as it is now.

Hah, these settings helped a lot! I had missed these and only applied the dynamic linking one. Now it starts a bit faster and the screen stays blank for a fraction of a second, which is perfectly fine.
@chakie "I run a dev build. Release is better."
Yea, running release is what you should be doing the default debug profile doesn't have enough performance. The whole reason the docs says to increase those two values is cause those are the significant difference between debug and release build profiles.

@Rin3d I always run debug builds of everything I code while working on it. Crash reporting is better, I likely get more runtime warnings/errors for stupid things I do etc. I haven’t really ever seen debug builds be significantly slower than release ones, except here. But that would mean that Rust is doing all it can to save me from my own incompetence and get me all info when bad things happen.

I should explicitly not be running release builds before preparing for a release.