Difference between revisions of "Tips & Tricks"

From Neos Wiki
Jump to navigation Jump to search
(As of New semi major version 0.7.13.31748, The locomotion setting is now global, rather than per controller.)
(adding profiling/perf tips)
Line 6: Line 6:
  
 
Example: Open the inspector for a referenced material.
 
Example: Open the inspector for a referenced material.
 +
 +
'''Performance Profiling your World'''
 +
 +
Q: Any more tips on performance profiling techniques? I'm seeing Hex glitch every 5 seconds currently so hoping I can whittle that down more, or if I need to just remove some of the more intensive animations?
 +
 +
A: There aren't any tools in Neos for that right now. Your best bet is to have a checklist:
 +
 +
1) How many separate objects are in your scene? Is it excessive? (2,000+?)
 +
2) How dense is geometry? (GPU handles a lot, but it can impact FPS)
 +
3) Check # of point lights, shadows are expensive to render, lights with a large range are expensive to render
 +
4) Reflections?
 +
5) High overhead materials? (IE: displacement on a heavy mesh)

Revision as of 01:11, 9 March 2019

Open Inspector for Referenced Component

When the inspector is displayed click on the small vertical arrow symbol on the left of a reference. This will open up an inspector for the referenced component. The same action can also be triggered by grabbing a reference (shown in blue) and pressing the secondary action on the controller.

Example: Open the inspector for a referenced material.

Performance Profiling your World

Q: Any more tips on performance profiling techniques? I'm seeing Hex glitch every 5 seconds currently so hoping I can whittle that down more, or if I need to just remove some of the more intensive animations?

A: There aren't any tools in Neos for that right now. Your best bet is to have a checklist:

1) How many separate objects are in your scene? Is it excessive? (2,000+?) 2) How dense is geometry? (GPU handles a lot, but it can impact FPS) 3) Check # of point lights, shadows are expensive to render, lights with a large range are expensive to render 4) Reflections? 5) High overhead materials? (IE: displacement on a heavy mesh)