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Hiding objects to improve verge3d performance?

Home Forums General Questions Hiding objects to improve verge3d performance?

Viewing 15 posts - 1 through 15 (of 31 total)
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  • #67967
    c4cc
    Participant

    I want to improve overall performance, especially regarding Frame Per Second. If (larger) objects take up more memory, can I hide them and then unload them later in the scene? Especially whenever the camera scrolls/pans over to that part?

    To save more browser space/memory, and improve FPS rate, by hiding objects only to reveal them when the camera moves over to that part of scene/level/area.

    Example:
    In any (2d) game, any assets/objects not on screen is hidden, but when the player moves across a level/area, more assets/objects initially hidden are shown.

    #67970
    c4cc
    Participant

    Trying to eliminate problems like these

    Attachments:
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    #67972
    kdv
    Participant

    Your raptor alone takes up the lion’s share of render calls and tris rendered.

    All other meshes are rendered only if they are in the camera’s field of view.

    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.

    #67996
    c4cc
    Participant

    lol, where did you get my raptor file from? So how do I reduce render calls, and triangles rendered as much as possible?

    My current Performance Profile:

    original-drawn-by-nanashinayuzu-mochi-53d2788a0d5e217f8b28d256c728bf04

    #67998
    kdv
    Participant

    lol, where did you get my raptor file from?

    Your files are all over the forum.

    So how do I reduce render calls, and triangles rendered as much as possible?

    Optimize your model.

    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.

    #68000
    c4cc
    Participant

    Your files are all over the forum.

    Only once did I upload my file here, but other than that, I didn’t

    • This reply was modified 1 year ago by c4cc.
    #68002
    kdv
    Participant

    And here, and here, and here and in many other topics…

    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.

    #68003
    c4cc
    Participant

    True, but I’m talking about this Petra model

    Your raptor alone takes up the lion’s share of render calls and tris rendered.

    All other meshes are rendered only if they are in the camera’s field of view.

    <iframe loading=”lazy” title=”render calls and tris rendered” width=”640″ height=”360″ src=”https://www.youtube.com/embed/d8E67aJxZNg?feature=oembed&#8221; frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>

    #68004
    kdv
    Participant

    *facepalm*

    lol, where did you get my raptor file from?

    from here:

    Only once did I upload my file here

    ok?

    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.

    #68005
    c4cc
    Participant

    :good:

    Sorry for the stupid question, just wanted to confirm lol

    • This reply was modified 1 year ago by c4cc.
    #68007
    kdv
    Participant

    In ideal, you can reduce geometry buffers and render calls for this raptor to just 5 (if you use bones for animations). The triangles count is not so significant.

    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.

    #68008
    c4cc
    Participant

    Thanks for the heads up. Why do bones for animations reduce geometry buffers and render calls for this raptor to just 5?

    Reason I don’t use bones for animations is that they’re harder to use, and distort an otherwise mechanical character.

    #68009
    kdv
    Participant

    Your raptor consists of 76 separate meshes. One mesh with one material -> one geometry buffer and one render call. Some meshes are multi-material meshes. One mesh with three materials -> three geometry buffers and three render calls. As a result you’ve got 100+ geometry buffers and render calls per one raptor. If you merge all meshes into one mesh and remove duplicate materials you’ll get one mesh with 5 materials -> 5 render calls. But in this case you can’t animate separate parts of you raptor as you did it before. That’s where bones can help.

    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.

    #68010
    c4cc
    Participant

    Fair points, well detailed explanation. Sadly, mechanical parts need to be separately animated, otherwise, will look rubber-ish and unnatural in movement. Like a stretchy cartoon character :wacko:

    • This reply was modified 1 year ago by c4cc.
    #68012
    kdv
    Participant

    You just need to read a liitle more about rigged animations. Any mechanism can be animated using bones.

    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.

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