-
Notifications
You must be signed in to change notification settings - Fork 22
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
This demo is very GPU-intensive. #9
Comments
This can't be done until godotengine/godot#43093 is implemented, although particles could be made unshaded for now as a mitigation.
Forward+ performs automatic instancing of MeshInstances if they use the same mesh or material, so using MultiMeshInstance might not prove as beneficial as you'd think in many cases. If the entire vegetation is already drawn with 3 draw calls only, that means it's working pretty well 🙂
Occlusion culling should work much better in 4.3 now that samples are jittered across frames. This means objects should no longer be incorrectly culled through thin gaps.
Forward+ uses clustered lighting, so lights without shadows generally are cheaper than you'd expect. However, OmniLights with shadows are still relatively expensive, so their usage should be kept to a minimum. Emissive materials can be baked in the lightmap, but only if their mesh has UV2 generated. Otherwise, they won't contribute emissive lighting to the lightmap. Light projectors can also be used, but they require enabling shadows to be drawn due to how they're implemented.
Enable View Information in the Perspective menu in the top-left corner of the 3D editor viewport. This shows the primitive count for the current camera view (note that this metric currently includes the editor gizmos and grid). |
By the way, reducing shadow map size up to 512 Mb for Directional and other lights helps very well. It seems that videocard allocates much more than it can handle, so it causes framerate issues. And reducing shadow atlas doesn't even affect the final image! |
Unfortunately, I have very weak videocard (AMD R7 260X), that is able to work properly in decade-old AAA and AA games such as Crysis series, Bulletstorm, The Talos Principle. But when I run demo, it gets less than 20 FPS (so I am getting disappointed). I have unfaithful experience with Godot engine and searching a room to optimize it. Your demo is impressive in esthetical means, but some things could be better. Let’s list them!
Everything was tested on Godot v4.2.1.
The text was updated successfully, but these errors were encountered: