- This topic has 17 replies, 4 voices, and was last updated 5 months, 1 week ago by visualizer.
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2024-06-07 at 7:03 am #74603visualizerCustomer
Hi
Here is the small project of overall 3D plant layout in web browser for viewing and communicating with team members during work in progress. It might take couple of minutes to load since huge layout is included.
You may click on the roof of processplant1 for example – this type of several interactions are built for various locationshttps://www.horizonfx.net/sample/company/index.html
We have built a complete VR version of the same with Quest3.This link will be available & accessible for limited time.
2024-06-07 at 7:47 am #74605Yuri KovelenovStaff2024-06-07 at 10:03 am #74610kdvParticipantThe same. Have been waiting long enough but with no result.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-06-07 at 11:06 am #74618visualizerCustomer2024-06-07 at 11:11 am #74619Yuri KovelenovStaffLooking good!
- This reply was modified 6 months, 2 weeks ago by Yuri Kovelenov.
2024-06-07 at 12:30 pm #74622kdvParticipantIt might take couple of minutes to load since huge layout is included
4 seconds from soft8soft.com (with cache cleared)
But there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-06-07 at 5:28 pm #74625visualizerCustomerKDV
I agree instead of loads of geometries we can simplify still. However actually, we spent lot of time in optimizing & arranging the 3D CAD data while bringing it from few 100 MBs (I guess that was 600 to 800 mbs initially) to just 22 MBs including textures. HaHaEspecially when deadline is there then sometimes we have to just leave it at some point. Later once the job is over nobody has a time to look at it again lol.
But as you said. If I get some free time will surely try to optimize it further.
- This reply was modified 6 months, 2 weeks ago by visualizer.
2024-06-08 at 7:15 am #74636kdvParticipantReducing render calls from 1800 to 700 decreases the frame time from 24 ms (~42 fps) to 11 ms (~90 fps). And it’s just a rough and quick optimization.
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If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-06-11 at 11:27 am #74669visualizerCustomerYes agreed !
Will surely look into it
2024-06-12 at 6:00 pm #74762c4ccParticipantBut there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.
besides batch geometry, any other way to reduce render call?
2024-06-12 at 6:14 pm #74764kdvParticipantany other way to reduce render call?
One visible mesh = one render call. Reduce meshes’ count. No matter how you do it.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-06-13 at 12:50 pm #74833c4ccParticipantOne visible mesh = one render call. Reduce meshes’ count. No matter how you do it.
What do you mean, meshes’ count?
Also, will amount of vertices in a mesh affect the render call of a mesh?
2024-06-13 at 12:52 pm #74835kdvParticipantwill amount of vertices in a mesh affect the render call of a mesh
Nope.
What do you mean, meshes’ count?
Literally, the total count (amount) of meshes in the scene.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2024-06-13 at 2:17 pm #74836c4ccParticipantNope.
Great.
Literally, the total count (amount) of meshes in the scene.
I see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?
2024-06-17 at 6:41 am #74900visualizerCustomerI see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?
No hiding mesh should not be the solution he means to connect them as much as possible in minimum count with as much as possible in low poly style.
I believe vertex count definitely matters a lot. When we initially imported the CAD mesh it was about 1 GB or even more. at several places we reduced by using opacity maps which drastically increased the loading speed. we stopped our work when whole thing reached under 25 mb. because the purpose was achieved.
Still loading is a slight concern I will look at it for further optimizing as discussed aboveexample – see the platform mesh in boiler at rear corner. instead of 3d object wires we used opacity map. huge saving on vertex count.
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