User Tools

Site Tools


hpl3:tutorials:level_design_-_indoor_level_performance

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 14:30]
nebej [Shadows]
hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 15:09] (current)
nebej [Water]
Line 57: Line 57:
  
  
-{{:​hpl3:​tutorials:​entity_occluder.jpg?​198x450}}+{{:​hpl3:​tutorials:​entity_occluder.jpg?​nolink&198x450}}
  
  
Line 97: Line 97:
  
 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.
 +
  
 ==== Shadows ==== ==== Shadows ====
Line 107: Line 108:
  
  
-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.
  
  
Line 129: Line 130:
     * Small objects near walls and floors     * Small objects near walls and floors
     * Objects that are guaranteed to be in the shadow of all lights     * Objects that are guaranteed to be in the shadow of all lights
 +
 +
 +==== Water ====
 +
 +
 +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.
 +
 +
 +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.
 +
 +
 +{{:​water_material.jpg?​nolink&​}}
  
hpl3/tutorials/level_design_-_indoor_level_performance.1360593058.txt.gz ยท Last modified: 2013/02/11 14:30 by nebej