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a Performance Problem


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Posted

We noticed a performance problem related to the number of surfaces:

 

The performance drops dramatically if there are too much surfaces. In one scene, there are about 100 mesh objects, each including 100~200 surfaces, and the FPS is very poor.

 

If some of the surfaces are merged, the performance would be much better. And this problem has nothing do to with the total number of triangles, for we didn't reduce triangles while merging.

 

What may cause this problem? 

And how to improve performance without merging surfaces?

Posted

liu.yan,

 

Imagine that each surface of the mesh is an unique object. In your scene you have roughly 10.000 - 20.000 objects (it's very large number) that needs to be sorted, rendered with specified material, perform intersection test, frustum culling and so on. That's very time consuming operation on a CPU.

 

It's hard to say what exactly will help in your case, but if you have a lot of identical objects you can scatter them via ObjectMeshCluster / ObjectMeshClutter. That will move objects to the separate BSP tree and speed up overall scene performance.

 

Try to use as less materials as possible, so the materials batching will work. If you can provide us your exact scene where you have bad performance - we probably can give you more detailed and useful feedback.

 

Thanks!

How to submit a good bug report
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FTP server for test scenes and user uploads:

Posted

It would be very nice that you take a look at the project.

 

But, the project  is big in its size, and the scene data is sensitive, maybe.

 

Can you provide us with an email, so that we can send our project to you. 

  • 1 month later...
Posted

@liu.yan

Please send your project or any other questions to china-support@unigine.com

Our technical support will help you on this performance issue.

Thanks.

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