Difference between revisions of "Tips & Tricks"
(As of New semi major version 0.7.13.31748, The locomotion setting is now global, rather than per controller.) |
(adding profiling/perf tips) |
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Example: Open the inspector for a referenced material. | Example: Open the inspector for a referenced material. | ||
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+ | '''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)