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Showing results for tags 'optimisation'.
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Hello, I am working on a scene with a Parking Garage and the main problem I am facing now is performance. I tried a lot of options with occluders, LODs and so on. I had the idea to use a WorldSwitcher for Parked Cars in the back of the garage, but this creates a very noticable pop in so my question is if it is possible to simply add the dithering option you get when using LODs. I am an artist and cant programm at all so I cant think of anything myself. Help is greatly appriciated. Kind regards, Tom Zimmermann
- 5 replies
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- worldswitcher
- rendering
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Hi, I'm running into some issues regarding performance difference between Editor and app run via the SDK browser. Running the VR emulator in the editor tells me i should be getting ~8ms per frame when emulating the Oculus Rift. (~4ms-5ms when not emulating) However when I run the profiler in the app after launching from the SDK browser, I'm getting 21ms per frame while wearing an Oculus Rift. (~4ms-5ms as before when the headset is not being worn.) What is causing this massive difference in performance? Is the emulator simply inaccurate?
- 3 replies
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- oculus
- performance
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We currently have a scene which contains over 700 trees, in 10 varieties. Each tree has two levels of detail, the highest level consists of 2,500 tri's, while the lowest level has around 1k tri's. We have been placing the trees manually to ensure that they appear in the correct locations. Regarding CPU/GPU performance, is this the most efficient way to place vegetation, or would it be more suitable to use a mask within 'MeshClutter' to achieve a more stable frame-rate. Is there anything else that could be implemented to achieve a more stable frame-rate? Thanks
- 3 replies
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- Vegetation
- Foliage
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