Aggressive Optimizations

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Revision as of 07:18, 8 December 2022 by Alexander (talk | contribs)
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Here is the list of aggressive optimizations that you can use as quick & dirty hacks to boost the performance of your apps. All these techniques reduce rendering quality, so use them with caution! Normally, you should always be a patient optimizer and stick to the "official" recommendations specified here and there.

Disable shadows or reduce their quality

Disabling shadows altogether can help a lot. However, if this hurts your feelings, follow these recommendations:

  • Use smaller shadow maps (see here why)
  • Use just one light that casts shadows
  • Use Basic or Bilinear shadow filtering instead of PCF (Poisson Disk) / ESM shadow (check out this info)
  • Never cast shadows from the point lights!

Disable post-processing

It's not always about the post-processing puzzles. Don't forget about ambient occlusion and outlining enabled in the modeling suite!

Disable HDR rendering

We trust you never enable it without proper thinking.

Get rid of light probes

Reflection cubemaps affect loading speed, while planes affect both loading speed and rendering performance. Both consume extra GPU memory.

Choose between IBL reflections and lights

Don't use them both in the same scene, stick to one of the following:

  • Keep IBL map but remove all light sources. For better performance, you might also switch IBL mode to "Light Probe + Cubemap".

OR:

  • Keep light sources (preferably one light) but disable specular reflections from your IBL maps by switching IBL mode to "Light Probe" (which provides only diffuse lighting).

Set IBL cubemap size to 256

Quick and easy, almost no quality harm, but makes your app less VRAM-hungry. See here.

Set View Transform to Standard

Blender only. Perhaps you didn't even know about the existence of this Blender setting... It's nothing serious, just minor FPS boost and minor reduction of the scene loading time. However, it is just a couple of clicks and brings you no quality harm (just slightly different scene look).

Don't use procedural textures

Except checker maps... The noise (and noise-like) textures are especially bad for performance - stick to the regular image textures with noise pattern.

No hardcore anti-aliasing

MSAA 16x is really bad for performance, use Auto, MSAA 4x, or FXAA. Disabling anti-aliasing altogether should be considered if you really don't mind about the quality.

Use ETC1S compression for all textures

You'll surely get some artifacts with this compression algorithm, but the memory and network bandwidth savings are truly enormous (check out the lamp from the Khronos guys)! The instructions are here.

Reduce amount of rendered pixels

This one is brutal. Use the set screen puzzle with value < 1. Start with 0.75 continue to 0.5.

Emission shading only

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

This is how good old 3D games were made back in 90-es. Don't worry about quality, though, since in 2020-es you have way more geometry and larger textures in your possession.