Friday, November 27, 2020

 Working on optimization now. Thus far, controlling enabling and disabling of the fractured objects has worked well, but the FPS still has noticeable hitches from time to time--namely when the camera pans from stage to stage & also the hotel due to the sheer # of fractured objects. Reports (from Harry, done on the test machine) states that the FPS, "...actually seems to be doing very well, there's a few places where the FPS will drop for around 40 if you've been machine-gunning with the shotgun..." A quick look into the profiler while viewing only the saloon indicates that the drawing of opaque geometry is taking the longest to process, with physics.processing, and the animators.update being 2nd and 3rd respectively


I'm thinking the following: 
  1. Disable the shadow casting on all of the fragments (maybe disable receive shadows as well?).
  2. Using a more simple shader on the secondary material of the fractured pieces.
  3. Adding the ability to enable & disable the shutters and swinging doors one at a time.
  4. Disabling the fragmented lg windows that are covered by shutters. 
  5. Grouping together of multiple fractured GOs. This could be time intensive as it would require both placing & grouping unique building pieces together in Blender.

No comments:

Post a Comment