Difference between revisions of "Tips & Tricks"

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(adding profiling/perf tips)
(formatting of listed items)
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A: There aren't any tools in Neos for that right now. Your best bet is to have a checklist:
 
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+?)
+
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)
+
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
+
3. Check # of point lights, shadows are expensive to render, lights with a large range are expensive to render
4) Reflections?
+
4. Reflections?
5) High overhead materials? (IE: displacement on a heavy mesh)
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5. High overhead materials? (IE: displacement on a heavy mesh)

Revision as of 01:12, 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)