Difference between revisions of "Common gotchas with Verge3D"
Line 18: | Line 18: | ||
== Huge shadow maps == | == Huge shadow maps == | ||
Setting shadow size to high | Setting shadow size to high values basically kills performance on most devices: | ||
[[File:huge_shadows.jpg|400px]] | [[File:huge_shadows.jpg|400px]] | ||
Try to minimize shadow maps as much as possible. Instead of increasing shadow size, reduce pixelation of your shadows by using more advanced shadow filtering algorithms, like '''PCF (Poisson Disk)''' or '''ESM'''. | Try to minimize shadow maps as much as possible. Instead of increasing shadow size, reduce pixelation of your shadows by using more advanced shadow filtering algorithms, like '''PCF (Poisson Disk)''' or '''ESM'''. |
Revision as of 14:44, 13 November 2021
This page includes common gotchas you might experience when creating 3D web content. These issues might cause problems with rendering or performance (or both).
Enabling HDR Rendering when it's not required
Activating this feature causes excessive GPU memory consumption and rendering slowdowns. Use it in two cases only:
- You have the Bloom post-processing effect.
- You use procedural gradients in your node-based material.
Beware, setting this option is not required to get cool lighting with HDR maps!
Using non-power-of-two (NPOT) textures
Avoid textures which have resolutions like 1000x1000, 1200x600, 1920x1080. See NPOT Textures article for more info.
Huge shadow maps
Setting shadow size to high values basically kills performance on most devices:
Try to minimize shadow maps as much as possible. Instead of increasing shadow size, reduce pixelation of your shadows by using more advanced shadow filtering algorithms, like PCF (Poisson Disk) or ESM.