#Performance Possibilities

1 messages · Page 1 of 1 (latest)

glacial compass
#

Looking at my numbers, do any stand out?

Is that too many resources? Is the memory high for what I have here?

I basically just have a bunch of chunks laid out, and objects sometimes spawn on them when the chunk is built - trees or pickups. Everything is a mesh billboard.

fallow yew
#

that world looks really neat btw. i like the fog and the art style

glacial compass
feral spade
#

process is CPU time I assume? I don’t usually look at this particular panel to find CPU time so the wording looks a little different (I usually use visual profiler)
Anyway, if I were you I would walk around and look at the visual profiler to check for jumps when chunks load. Without looking at the code to look for performance issues (which I’m not good at tbh) I wouldn’t be able to discuss the CPU bottleneck. If process is a combo of GPU and CPU then I don’t really have any advice except keep the shadow resolution low

glacial compass
#

I'm sure there is room for improvement there.

glacial compass
#

Any idea if it would be beneficial to add low resolution LODs for the far trees? Mipmaps may be enough idk

fallow yew
#

are you prematurely optimizing here? 😉

late holly
fallow yew
#

yeah and it's an infinite project. you can always rewrite it in a lower language, different algorithm, make it 0.01% faster...but, if you never defined "what is acceptably fast", you will never be done. it needs a definition of required and what is done

#

i'd just keep it at 60/120 etc. when you hit slowdowns, go back in and reoptimize what is slow. by that point, they are usually heavy hitters