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.
 
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

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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.