Streaming
本节包含与资源流有关的设置。
流媒体设置
First Frames Force | number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up. 数值范围: [0, INT_MAX]. 默认值为 : 60. 通过控制台访问: render_streaming_first_frames_force (API控制) |
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Max Threads | maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources. 数值范围: [1, 256]. 默认值为 : 1. 通过控制台访问: render_streaming_max_threads (API控制) |
Particles Memory Limit | cache memory limit for vertices of particle systems, in percentage of the total GPU memory. Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them. 数值范围: [0, 100]. 默认值为 : 3. 通过控制台访问: render_streaming_particles_memory_limit (API控制) |
Preload at World Loading#
Shaders | 通过控制台访问: render_shaders_preload (API控制) |
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Budgets#
Loading | time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed. 数值范围: [0.0f, inf]. 默认值为 : 1.0f. 通过控制台访问: render_streaming_budget_loading (API控制) |
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Textures Destroy | time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed. 数值范围: [0.0f, inf]. 默认值为 : 0.1f. 通过控制台访问: render_streaming_budget_destroy_textures (API控制) |
Meshes Destroy | time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed. 数值范围: [0.0f, inf]. 默认值为 : 0.1f. 通过控制台访问: render_streaming_budget_destroy_meshes (API控制) |
定期检查图形资源是否被修改,以便重新加载或删除。
Textures#
Streaming Mode | streaming mode for textures. The following modes are available:
(API控制) |
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Cache Resolution | resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded. 以下值之一:
通过控制台访问: render_streaming_textures_cache_resolution (API控制) |
Memory Limit | cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded. 数值范围: [0, 100]. 默认值为 : 65. 通过控制台访问: render_streaming_textures_memory_limit (API控制) |
Life Time | lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded. 数值范围: [1, 60]. 默认值为 : 4. 通过控制台访问: render_streaming_textures_life_time (API控制) |
Meshes GPU#
Streaming Mode | streaming mode for loading meshes to video memory (VRAM). The following modes are available:
(API控制) |
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Memory Limit | memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded. 数值范围: [0, 100]. 默认值为 : 4. 通过控制台访问: render_streaming_meshes_limit_vram (API控制) |
Life Time | lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded. 数值范围: [0, 60]. 默认值为 : 4. 通过控制台访问: render_streaming_meshes_life_time_vram (API控制) |
Meshes CPU#
Streaming Mode | streaming mode for loading meshes to memory (RAM). The following modes are available:
(API控制) |
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Memory Limit | memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded. 数值范围: [1, 100]. 默认值为 : 5. 通过控制台访问: render_streaming_meshes_limit_ram (API控制) |
Life Time | lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded. 数值范围: [1, 60]. 默认值为 : 20. 通过控制台访问: render_streaming_meshes_life_time_ram (API控制) |
Prefetch CPU#
Collision Mode | mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
(API控制) |
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Intersection Mode | mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
(API控制) |
Radius | radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated. 数值范围: [0.0f, inf]. 默认值为 : 0.0f. 通过控制台访问: render_streaming_meshes_prefetch_radius (API控制) |
For OpenGL Only#
以下设置仅适用于OpenGL API。
这些参数应针对每种特定情况和配置进行仔细调整,因为它们很大程度上取决于所使用的硬件和驱动程序。
Async Buffer |
用于网格和纹理流传输的中间缓冲区(在CPU和新资源之间)的大小,以Mb为单位。此缓冲区的大小必须等于最大资源的大小(网格/纹理),否则,在资源较大的情况下,将调整缓冲区的大小,从而导致峰值。 请注意,此中间缓冲区的大小将添加到总内存消耗中。 |
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Async Buffer Indices |
类似于上面的Async Buffer的中间缓冲区的大小,以Mb为单位,用于网格流传输(存储网格的顶点索引)。 请注意,此中间缓冲区的大小将添加到总内存消耗中。 |
Async Buffer Synchronization |
启用缓冲区同步以将数据从流线程传输到主线程。禁用后,每次都会重新创建索引的异步缓冲区和异步缓冲区。这减少了缓冲区同步的数量,但增加了内存分配的数量。 有时(取决于所使用的硬件/驱动程序,例如,当主线程受到其他线程中的同步原语影响时),内存分配可能比同步要快,在这种情况下,当流变得令人无法接受的慢时,建议禁用缓冲区同步。 |
最新更新:
2023-12-19
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