{"id":22,"date":"2019-08-03T15:04:26","date_gmt":"2019-08-03T15:04:26","guid":{"rendered":"https:\/\/www.ruffleneck.com\/devblog\/?p=22"},"modified":"2019-08-03T15:04:26","modified_gmt":"2019-08-03T15:04:26","slug":"gaze-xix-fakes-and-shakes","status":"publish","type":"post","link":"https:\/\/www.ruffleneck.com\/devblog\/?p=22","title":{"rendered":"Gaze XIX &#8211; Fakes and Shakes"},"content":{"rendered":"\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh4.googleusercontent.com\/FyJfgK8WCqsu847JvWqFPdvFLRCGKGuj6kgcW3eQBLrhmlk3Uje-oCpoJxgsWpwFED2koYbST02FIt_aKyQ08WNoe5hyBZK9QqMiFOv8w0OlbyMkuHpdoIEhB3RUGzHopTUvQYTI\" alt=\"\"\/><figcaption> Though spins is probably better. Some crew member can&#8217;t decide what to do so they&#8217;ll just spin around x) <\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Optimization pass for the Kirhaal is complete, here\u2019s some comparisons (ignore FPS, it\u2019s from Unity editor and doesn\u2019t really represent much game performance wise):<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">OLD &#8211; 5139 batches (draw calls), 7.6M triangles<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh6.googleusercontent.com\/w3a3_pXILzOdcM_AJCjllVlA62-8FSYIOs50pmxa33qiUQ1JrhySsLcLOUqu_X8dalL0n-bii_lLvLlPx76i8jA10s09mSiaL47to7GuuqclQGAU32SVDIfdzYg7_q9dgsUOc0f-\" alt=\"\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">NEW &#8211; 3408 batches (draw calls), 3.8M triangles<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh5.googleusercontent.com\/MZEYwPBilQDEp6t2Q_tknYXW2XcRwhteP7BpjNdTnzSfpx8-n4qeR2th9GerDaEuEBiZH6o_BWMbQv4dd6iGURUu8gKexlWEEjEXZNPXrFldRkno9pduwt0Jh3fdyLQRa2zlsTxJ\" alt=\"\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The change is not massive for close ups for Kirhaal because it\u2019s primarily a custom Level of Detail setup (Show higher detail close up, show simpler further away, and show extremely simplified at long distance) and the houses are almost always close up, but nearly halves the render work for the camera ^^<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The biggest benefit is optimizing everything from a distance as is visible in these screens:<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh4.googleusercontent.com\/RZMfOYZPCuYZX-b2R9WbEjt1ut-fHZkwN8iTS-V3VCiGleuPxgPBpyFmwZci7aVHzIVCBZza8m_hfrSVpFUym5T4WSFXj7pAJ84l0zLUB9mF4nNFzivLW6X0L76ECHlwVzzszdsj\" alt=\"\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">OLD &#8211; 4995 batches (draw calls), 5.4M triangles. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If you compare this with the city, you can see that the batches are barely different when you\u2019re in the city or when you\u2019re far away from the city. Even with the triangles the difference between being in the city and being outside the city was just 7.6M vs 5.4M. That\u2019s effectively the reason why looking towards the city causes lag in the current build ^^<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">NEW &#8211; 2674 batches (draw calls), 1.5M triangles.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh5.googleusercontent.com\/laxJNphzED-8dChgGibDNHNUkEr_iyQxSBfqJdAPHxu6xfmyHK4AmfkADVgrLs1byljmZKOLA1yJB3EluGMvn-WuAHPCTgRxl8OV_rFLk3LLl72FWeSmBKBU0W9MGBzsfW7U2b-m\" alt=\"\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">That is a pretty big drop (there\u2019s a slightly downgrade in the grass, but that\u2019s not because of the optimization, it\u2019s because I forgot Supersampling off&#8230; x) )<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Now, for an even better comparison\u2026<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">GRASS &#8211; 1549 batches (draw calls), 1.4M triangles.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lh3.googleusercontent.com\/1LO9VsQ98xonWJvPHKAfBeu8JH0TaMHVnuZy-KM_vRZFBHy9osAk26UgElbVp8-fiFW-krZJU1MkPXl9ttMNVyBO9v6vxXrW7CncF14cIwzohb8XUGd5kaCjBVXeGth5Zo7h2cb4\" alt=\"\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Compare that with the new optimized city from a distance\u2026 It barely has an impact on rendering any more x)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">All the options menu graphics options are now bind up, so you can mix and match pretty much every visual effect to squeeze most out of the game on lower end machines. There\u2019s no universal \u201cthis makes your game run great\u201d, so some experimentation might be needed on some computers ^^<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And those with better computers, can just drop out some effects completely if you don\u2019t like them\u2026 no, you can\u2019t drop away depth of field, why? Because we don\u2019t even use it, but if we did, you could!<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">With luv,<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ruffleneck<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Optimization pass for the Kirhaal is complete, here\u2019s some comparisons (ignore FPS, it\u2019s from Unity editor and doesn\u2019t really represent much game performance wise): OLD &#8211; 5139 batches (draw calls), 7.6M triangles NEW &#8211; 3408 batches (draw calls), 3.8M triangles The change is not massive for close ups for Kirhaal because it\u2019s primarily a custom [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-22","post","type-post","status-publish","format-standard","hentry","category-gaze"],"_links":{"self":[{"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/22","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=22"}],"version-history":[{"count":1,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/22\/revisions"}],"predecessor-version":[{"id":23,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/22\/revisions\/23"}],"wp:attachment":[{"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=22"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=22"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ruffleneck.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=22"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}