Gamebryo engine texture method4/11/2024 ![]() ![]() More polys can indeed be faster, but in some cases slower. Now I'm not sure if fillrate part applies to us at all, also alpha I'm not sure of, our engine uses alpha for reflections for first.Īlso decal roads use transparency, it can be visible on GPU graph if using really lot of decal roads, but I haven't seen really much of problems from that. How much applies to cars or static objects though, are anything of those batched? However are there some caveats? Like something that works for them, but for us it would harm performance?īatching is really important to know well, but so far I only know forest items of identical type and same texturing get batched, which can save huge amount of CPU time. Obviously there are more difference on batching, there is not much information around, but I guess general principles of making objects 'batchable' applies from Unity documentation? So that is obviously one difference, static objects are not batched at least as much as forest items, while unity does not have forest items in first place. We have this and not much else about the subject or I have not found something?īased on my experiments and discussions, I would think that Beam T3D does batching for forest items.įor static objects, I'm not so sure, because using same object with same texture setup, I'm getting huge difference in CPU utilization with 3000 or so objects, TSStatic are much more CPU hog than same as forest items. ![]() So there are some universal ways, methods, techniques to use when creating content that will yield better performance, but then there are some unique to our engine.Īlso very interesting page from there is this: I guess this applies mostly to maps, I'm uncertain if vehicles differ too much though, but at least batching might not be much use for those. Terrible name of the topic, but I could not figure out better, also while writing this, I'm starting to realize this is huge topic, but to gain and share knowledge, discussion is helpful. ![]()
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