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hpl3:tutorials:level_design_-_indoor_level_performance

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hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 14:21]
nebej [Shadows]
hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 15:09] (current)
nebej [Water]
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-{{:​hpl3:​tutorials:​entity_occluder.jpg?​198x450}}+{{:​hpl3:​tutorials:​entity_occluder.jpg?​nolink&198x450}}
  
  
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 Here you can see some geometry leaks from one of the doors. These leaks can cause the occlusion culling to fail and should be fixed. Here you can see some geometry leaks from one of the doors. These leaks can cause the occlusion culling to fail and should be fixed.
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 ==== Shadows ==== ==== Shadows ====
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-Optimize the radius and FOV of the light. The larger the radius the more objects has to be rendered to the shadow map. You should also try to keep the bounding volume of a light from leaking into multiple rooms.+Optimize the radius and FOV of the light. The larger the radius the more objects has to be rendered to the shadow map. You should also try to keep the bounding volume of a light from leaking into multiple rooms. You can also connect a LightMask to the light to make sure that it does not leak outside of the room.
  
  
 If you have multiple shadow casting lights in the same room you can set the shadow fade range (not in yet) to a low value. This will make the shadows fade in/out when the camera gets further away than the value. If you have multiple shadow casting lights in the same room you can set the shadow fade range (not in yet) to a low value. This will make the shadows fade in/out when the camera gets further away than the value.
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 +Reducing the number of shadow casting lights and replacing them with one bigger light is also a great way to increase performance
  
  
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     * Floors that have nothing beneath them     * Floors that have nothing beneath them
     * Outer walls that have nothing on the other side     * Outer walls that have nothing on the other side
 +    * Small objects near walls and floors
 +    * Objects that are guaranteed to be in the shadow of all lights
 +
 +
 +==== Water ====
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 +Most of our levels feature water, this can be quite expensive. Water that uses reflections require the game to render twice, this can really slow down the level. The main thing to fix areas that have water reflection is to reduce the number of objects in it.
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 +If a level requires both detail and water then you can either disable reflections or set the ReflectionFadeEnd to a low value. ReflectionFadeEnd is a value in the water material that sets the maximum distance that the water can reflect.
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 +{{:​water_material.jpg?​nolink&​}}
  
hpl3/tutorials/level_design_-_indoor_level_performance.1360592506.txt.gz ยท Last modified: 2013/02/11 14:21 by nebej