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Optimization Techniques - Best Practices


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Posted

Learning Unigine and loving it! But with all new things one must learn how to produce efficent in the engine.

My first scene was going great, adding lights, objects etc.  Baking the lighting without UV's (main reason we leaned to Unigine).  Pulled up on Vive in VR all is looking great.  As I load the scene up with more things I noticed the editor getting a touch sluggish.  I knew this would be more of a problem on the deployment machine (a laptop with a 160) I'm running 2 1080ti's. (I think Unigine is only using about 50% of only 1 :(  ).

I found that I have an object which is about 200 chairs for an auditorium.  They are not super high res but decent.  I found that my performance hit comes mainly from this object.  When I disable it things run up nicely.

I've played with turning on and off shadows (I do have many lights in the scene, probably 20-30 spots) has some affect but not much.  Have tried updating the rendering settings to VR template and Ultra (ultra looks much better) but of course takes a big hit in VR.

My main question is what other things can I look at to optimize this scene.  I know the oil refinery demo is many many million polys.  I can't think it's just the weight of the geometry.  What else do I need to learn in this engine to help optimize things more.

Do I need to fake my lighting more...not have every light in the scene for VR setups?  Thanks....

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Posted

Hi, Trey, nice to hear you're into Unigine!

I guess you need to check cluster object for that chairs. Geometry clusterization will help you to save some resources.

There are a bunch of other things you may want to implement in your scene:

General thoughts on scene management here: https://developer.unigine.com/en/docs/2.7.2/principles/world_management/ and content optimization: https://developer.unigine.com/en/docs/2.7.2/content/optimization/

Thank you!

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