Difference between revisions of "Aggressive Optimizations"

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(Created page with "Here is the list of aggressive optimizations you can use for your Verge3D apps when nothing else helped. All these techniques reduce quality of your apps, so use with caution!...")
 
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== Reduce amount of rendered pixels ==
== Reduce amount of rendered pixels ==


Use the [https://www.soft8soft.com/docs/manual/en/puzzles/System.html#set_screen_scale set screen puzzle) with value < 1 (say 0.5).
Use the [https://www.soft8soft.com/docs/manual/en/puzzles/System.html#set_screen_scale set screen puzzle] with value < 1 (say 0.5).


== Use either light sources or HDR environment reflections ==
== Use either light sources or HDR environment reflections ==

Revision as of 15:16, 7 December 2022

Here is the list of aggressive optimizations you can use for your Verge3D apps when nothing else helped. All these techniques reduce quality of your apps, so use with caution! Normally, you should always stick to the "official" recommendations specified here and here.

Disable shadows

Can help a lot, especially if you use a lot of shadow sources, PCF (Poisson Disk) / ESM shadow algorithms, or shadows from the point lights.

Disable post-processing

It's not always about post-processing puzzles. Don't forget about Ambient Occlusion and Outlining which can be enabled in the modelling suite!

Remove reflection cubemaps and planes

Reflection cubemaps affect loading speed, planes affect both loading speed and rendering performance.

Reduce amount of rendered pixels

Use the set screen puzzle with value < 1 (say 0.5).

Use either light sources or HDR environment reflections

Stick to one of them:

  • Keep light sources (preferably one light) but disable specular environment reflections by switching IBL mode: no PMREM, no Light Probe + Cubemap, use Light Probe which provides only diffuse lighting.
  • Remove all light sources. For better performance you might switch IBL mode to Light Probe + Cubemap.

Emission shading only

Absolute hardcore which can make your scene as fast as a lightning bolt. Bake everything to textures (ambient occlusion, lighting, diffuse) and use only emission shaders.