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Improve frame rate

  • TAPgiles

    I'd recommend using the test mode analytics mode to figure out performance problems; that's what it's designed for and it's super useful!

    Here's a tutorial covering all the test mode features. https://youtu.be/XeiD3Ce9poc

  • giant585dark

    Yeah I tired to use some of that. I used overdraw to see that the obscured sculpts and paintings were not being rendered.

    Turns out the problem was paintings that were not visible were slowing things down. I was thinking they must have inefficient bounding boxes or something.

    Also I might be wrong, but it seems paintings don’t have any dynamic LOD.

    Anyway I substantially increased the performance just by making paintings go invisible when they can’t be seen.

  • TAPgiles

    Flecks have their own LOD, and everything is made out of flecks, effectively.

    While they're behind a sculpt those flecks don't get rendered. But things like physical paint still needs to be simulated so it knows where the flecks are in the first place.

    Powering things off when you know they don't need to be processed lets the engine completely skip those things too. For example, if you have a game with 3 islands but you can only see one of them at a time, you could power off the other two completely and that would let the engine not have to check all the objects to figure out if they can be seen, or the logic needs to be run, etc. etc.

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