Difference between revisions of "Tips & Tricks"
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'''Open Inspector for Referenced Component''' | '''Open Inspector for Referenced Component''' | ||
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When the inspector is displayed click on the small vertical arrow symbol on the left of a reference. | 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. | 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. | The same action can also be triggered by grabbing a reference (shown in blue) and pressing the secondary action on the controller. | ||
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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''' | '''Performance Profiling your World''' | ||
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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? | 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? | ||
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A: There is a FPS counter visible when the dash menu is open. There is also a component that shows the network traffic. | A: There is a FPS counter visible when the dash menu is open. There is also a component that shows the network traffic. | ||
However next to this there aren't any tools in Neos for that right now. Your best bet is to have a checklist: | However next to this there aren't any tools in Neos for that right now. Your best bet is to have a checklist: | ||
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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+?) | ||
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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) | ||
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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 | ||
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4. Reflections? | 4. Reflections? | ||
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5. High overhead materials? (IE: displacement on a heavy mesh) | 5. High overhead materials? (IE: displacement on a heavy mesh) | ||
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6. Do you use procedural meshes? You can bake them into static meshes to increase performance. | 6. Do you use procedural meshes? You can bake them into static meshes to increase performance. | ||
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+ | 7. Reusing the same a mesh and material increases performance as this enables GPU instancing. | ||
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Revision as of 13:47, 23 December 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 is a FPS counter visible when the dash menu is open. There is also a component that shows the network traffic. However next to this 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)
6. Do you use procedural meshes? You can bake them into static meshes to increase performance.
7. Reusing the same a mesh and material increases performance as this enables GPU instancing.