Home › Forums › General Questions › Material performance and optimization
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2021-07-07 at 6:51 pm #42617xeonCustomer
Hi there,
I am working on a rather ambitious project with 1000s of objects and equally many materials. I have optimized all the geometry and am at the point of object consolidation/joining and creating texture atlas files to minimize texture count and redraws.The question: Is there a performance gain by converting simple materials/shaders into a textures? Or is leaving them alone for Verge3d to calculate better? My guess is that there would be no performance gain converting them to textures and it would just ultimately add issues by adding texture maps and draws. But hoping an expert on here can shed some light.
thanks in advance.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-07-08 at 9:38 am #42631Ivan LyubovnikovStaffHi!
Generally, it depends on how complex are the materials that you want to optimize. Also, the performance gain can vary on different hardware.
If the materials are simple as you say, then it’s quite possible that you won’t get any noticeable difference. But on the other hand you have thousands of them, so… the only answer is to test that.
You can use the v3d performance profiler in your current project to check how much time the materials take to render. You can do that through the puzzle System->print_performance_info or just pasting this into the console:
v3d.apps[0].printPerformanceInfo()
.You’ll get various rendering info printed in the console, but the sections that are important in your case are “Materials and Shaders” and “Total Render Time”. If you aim at 60 fps then the total render time shouldn’t be higher than 16ms. Also, if it’s quite low (5-6ms) then there’s probably no point in optimizing at all.
Also, from “Materials and Shaders” you can see if there are any materials that take much longer time to render than others and therefore are a potential bottleneck.
Also, you can do this quick test:
v3d.apps[0].scene.traverse(function(obj) { obj.material = new v3d.MeshBasicMaterial({ color: new v3d.Color(Math.random(), Math.random(), Math.random()) }); });
– this replaces all materials in the scene with the Basic material with no textures (or you can do that only for materials you need to test performance of). If there’s no performance gain even when using Basic, then there won’t be any when using an optimized material with everything baked into a single texture.
Hope this helps!
Co-founder and lead developer at Soft8Soft.
2021-07-08 at 4:47 pm #42650xeonCustomerThank you very much. This is great info that can help me isolate issues. I will give it a shot today.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-07-08 at 6:32 pm #42654xeonCustomerUpdate:
Total Render time is 1.6ms
Total Scene time is killing me at: 2026ms
So have some optimization still to do but
the biggest consumer of time are two warnings:
[Violation] ‘ requestAnimationFrame’ handler took 16149ms
and
[Violation]’ reqiestAnimationFrame’ handerl took 7386Any way to get rid of these?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-07-11 at 9:38 am #42743AnonymousInactivethanks for the awesome information.
2021-11-08 at 5:05 pm #46823orangegoranCustomerI am also getting similiar problem where where ‘requestAnimationFrame’ takes around 5 seconds.
[Violation] 'requestAnimationFrame' handler took 4915ms
This 5 second break is right after loading finishes and before scene is shown.
Any ideas?
v3d.apps[0].printPerformanceInfo() prints next values:
Scene Loading Time: 2107ms FPS: 4 Render Calls: 1626 Triangles Rendered: 1146454 Geometry Buffers: 59 HDR Rendering: no Viewport Resolution: 727x1271 Pixel Ratio: 1 (current) / 1 (device) Image-Based Lighting: PMREM 512px Lights: 12 Post-Processing: N/A Shadow Map: PCF (Poisson Disk) 12x 1024x1024 Materials and Shaders: System Material - MeshDistanceMaterial - 33ms System Material - MeshDistanceMaterial - 33ms System Material - MeshDistanceMaterial - 2.5ms Pergola_roof_material - MeshNodeMaterial - 1.4ms StoneFlour - MeshNodeMaterial - 0.8ms wall - MeshNodeMaterial - 0.7ms System Material - MeshDistanceMaterial - 0.4ms PoleMaterial2,PoleMaterial4,PoleMaterial6,PoleMaterial8,PoleMaterial9 - MeshNodeMaterial - 0.4ms v3d_default_material - MeshNodeMaterial - 0.4ms System Material - MeshDepthMaterial - 0.2ms PoleMaterial3,PoleMaterial5 - MeshNodeMaterial - 0.1ms System Material - MeshStandardMaterial - 0.1ms wire_214229166 - MeshNodeMaterial - 0.1ms System Material - MeshDistanceMaterial - 0.1ms PoleMaterial7 - MeshNodeMaterial - 0.1ms 2 x System Material - MeshDepthMaterial - 0ms White Background - MeshNodeMaterial - 0ms System Material - MeshDepthMaterial - 0ms Verge3D_Environment_World - MeshNodeMaterial - 0ms System Material - SphericalGaussianBlur - 0ms zip_material_color_P3_P4,zip_material_color_P1_P3,zip_material_color_P2_P4,slide_frame_material.002,slide_frame_material.005,slide_frame_material.006,slide_frame_material.007 - MeshNodeMaterial - 0ms PoleMaterial1.001 - MeshNodeMaterial - 0ms Pergola.048,Pergola.047,Pergola.046,Pergola.045,Pergola.044,Led.043,Pergola.042,Pergola.041,Pergola_roof_material,Pergola.039,Pergola.038,Pergola.027,Pergola.026,Pergola.025,Pergola.024,Pergola.023,Pergola.022,Pergola.021,Pergola.020,Pergola.019,Pergola.002,Pergola.028,Pergola.029,Pergola.030,Pergola.031,Pergola.032,Pergola.033,Pergola.034,Pergola.035,Pergola.036,Pergola.037,PoleMaterial1.001,PoleMaterial1,PoleMaterial1.003,PoleMaterial1.002,PoleMaterial4.002,PoleMaterial4.003,PoleMaterial4.004,PoleMaterial4.005,PoleMaterial4.006,PoleMaterial4.007,PoleMaterial4.008,PoleMaterial4.009,PoleMaterial4.010,PoleMaterial4.011,PoleMaterial4.012,PoleMaterial4.013,PoleMaterial4.014,PoleMaterial4.015,zip_material_p1_p2_3,zip_material_p1_p2_2,zip_material_p1_p2_1,water_supply_material,power_supply_material,motor_material,Led.026,zip_material_p1_p2_2.001 - MeshNodeMaterial - 0ms 3 x PoleMaterial1.001 - MeshNodeMaterial - 0ms zip_material_color_P1_P2 - MeshNodeMaterial - 0ms wall - MeshNodeMaterial - 0ms glass - MeshNodeMaterial - 0ms zip_material - MeshNodeMaterial - 0ms slide_bar_material.040 - MeshNodeMaterial - 0ms slide_bar_material.043 - MeshNodeMaterial - 0ms slide_bar_material.044 - MeshNodeMaterial - 0ms slide_bar_material.045 - MeshNodeMaterial - 0ms Total Render Time: 40.2ms Textures & Render Buffers: 15 Wall texture.jpg - Texture - 1380x863 kamenje.jpg - Texture - 580x582 2 x N/A - Texture - 64x64 Sun.shadowMap - WebGLRenderTarget - 4096x4096 Area.002.shadowMap - WebGLRenderTarget - 4096x2048 Area.003.shadowMap - WebGLRenderTarget - 4096x2048 Area.004.shadowMap - WebGLRenderTarget - 4096x2048 Area.005.shadowMap - WebGLRenderTarget - 4096x2048 Area.006.shadowMap - WebGLRenderTarget - 4096x2048 Area.007.shadowMap - WebGLRenderTarget - 4096x2048 PMREM.cubeUv - WebGLRenderTarget - 1536x1536 N/A - WebGLRenderTarget - 1024x1024 2 x N/A - WebGLRenderTarget - 512x512
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