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Showing results for tags 'optimization'.
Hello, we are running into a cpu bottleneck while updating matrices via setTransform on nodes. We do have 50 instances with about 20 subtransformations for each node, which will be updated every frame. Is there a faster/better way to update positions/orientations. Version is 2.8 , renderer is directx. Thank you for your help.
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
I have some suggestions for ObjectWater performance optimization. Actually, even highly-optimized Oil Rush game should greatly benefit of those changes cause users would appreciate FPS increase in naval scenes. 1. When water is not visible - hide it It sounds weird but that is a fact: water object in scene eats 10-15% FPS regardless of visibility and occlusion queries. Disabling dynamic reflection can be used instead of hiding whole object - it have the same performance impact. In our project we use simple 2d height map and some kind of checks for view frustum intersection with zero-leve