Static geometry - 10X+ performance increase


This is still an experimental change.

Only supports webgl2 and non-worker animation (no need to use worker animation for static geometry.)

Optimizations are done for static geometry, such that data transfer is minimized between CPU and GPU, this lowers the performance requirements for both the CPU and a large performance boost.

Currently, with one object and static geometry, all the instances of the object set to static geometry will render the same model.

Instance models will likely not work with this version of static geometry (yet, I will look into this.)

Please try it out and benchmark and report results.

To see this in action tryout this example, you can add models, delete models, turn off an on static geometry and change FS quality.

https://kindeyegames.com/stat07 (may take a while to load large models, plz be patient).

Since this is experimental, there may be issues with mixing other C3 objects with 3DObject and static geometry. If you see an issue, please comment and send a test project which reveals the issue. I use https://sendgb.com to share files.

Files

3DObject-2-63-0.c3addon 116 kB
11 days ago
3DStaticG.c3p 73 MB
11 days ago

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Comments

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(1 edit)

This is great! I'm guessing its now better to use this for particles like orbs, instead of billboarding 3d shapes?

Getting 3 million easily btw. Which is way more than I need for a low poly game. Thanks!

I have not seen any bugs yet, but will report if I do.

In terms of using billboards vs 3dobject - at this point try and see what the results are and let us know.

Wow I only tested on my spare phone so far, and getting over 1 million on it is so good . Its a old cheap galaxy a32.