Static geometry optimization - use vao
Internal change to use VAO (Vertex Array Objects) for render, depending on environment, could be a smaller performance increase.
Instance models also work so far with static geometry, one caveat, if using template models, the first model (used for the template), must render for a few frames to cache the static geometry before instantiating/loading other objects from the template model.
Files
3DObject-2-63-1.c3addon 116 kB
Jun 21, 2024
Get Construct 3 3DObject Plugin - SDK V1 only
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Construct 3 3DObject Plugin - SDK V1 only
Construct 3 3DObject, loaded from 3D model files (gltf embedded format)
Status | Released |
Category | Assets |
Author | kindeyegames |
Tags | 3D, construct, construct-3 |
More posts
- Congrats to dev Bilge on new game release!12 days ago
- Add ACES: disable/enable all nodes25 days ago
- fix opacity and color for non 3dobject renders26 days ago
- Fix opacity and color tint for static geometry and gpu skinning26 days ago
- Complete uniform caching for worker mode also39 days ago
- Add back uniform location caching (speed up render)39 days ago
- Fix - gpu-skinning, worker mode w/ non-skinned nodes39 days ago
- Crash fixes40 days ago
- Add basic Draco (mesh compression) support41 days ago
- Fix vector color for models with vertex color49 days ago
Comments
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So I tested with bigger models, and the lag was definitely from the amount of objects. It was better with few larger models. Also if nothing moves on screen the cpu seems to be 1%. I guess that's why you added those rotating sprites.
Right, if the image is not changing (all c3 objects don't change), then no rendering is required. This is why I have rotating sprites or rotate the model. It is currently much better for doing 10-100 objects that are somewhat complex vs a lot of objects. This is because of the cost of draw calls. For a lot of small objects, try using it without static set.
Try the 2.63.2 version, it should have some perf increase for many smaller objects. Also add a spinning sprite in your project to keep the draw active to help with consistent benchmarking.
Moving the green player around after pressing the spawn around 3 times(3000 objects), seem to make the cpu jump from 11% to 90%+. Everything starts to lag.
LAG TEST