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hpl3:engine:graphics_debug [2013/01/25 12:13] nebej [Overdraw] |
hpl3:engine:graphics_debug [2015/09/17 10:54] (current) ian.thomas [Debug texts] |
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- | ====== ====== | + | ====== Graphics Debug ====== |
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===== Debug texts ===== | ===== Debug texts ===== | ||
- | + | The important checkboxes here are Show FPS, Show Memory Usage and Show Render Info. These will tell you how costly the rendering of the scene is. | |
- | The important checkboxes here are Show FPS, Show Memory Usage and Show Render Info. These will tell you how costly | + | |
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- | the rendering of the scene is. | + | |
==== Show FPS ==== | ==== Show FPS ==== | ||
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To be able to find which parts of the scene that takes up the most performance you can use these special render modes. | To be able to find which parts of the scene that takes up the most performance you can use these special render modes. | ||
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==== Previous Frame Occlusion ==== | ==== Previous Frame Occlusion ==== | ||
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- | On the left image you can see what the player can see. It looks like only a few walls, some lockers and a door is rendered. On the right the camera has been moved back and it is now possible to see all the objects that get rendered this frame. There area a lot more than what it looks like on the left. | + | In the image to the left you can see what the player can see. It looks like only a few walls, some lockers and a door is rendered. On the right the camera has been moved back and it is now possible to see all the objects that get rendered this frame. There are a lot more than what it looks like in the left picture. |
==== GBuffer ==== | ==== GBuffer ==== | ||
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{{:hpl3:engine:g_buffer.png?nolink&1280x720}} | {{:hpl3:engine:g_buffer.png?nolink&1280x720}} | ||
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==== Light Complexity ==== | ==== Light Complexity ==== | ||
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+ | Light complexity shows how expensive the lighting of a scene is. It creates a heatmap on the screen to show how much power each light takes. Overdraw of light is not very expensive, it is about twice as expensive as a translucent object. When the light has a shadow map it becomes much more expensive. The complexity of a shadow casting light is based on how many draw calls and triangles are required to generate the shadow map. | ||
{{:hpl3:engine:light_complexity.png?nolink&1280x360}} | {{:hpl3:engine:light_complexity.png?nolink&1280x360}} | ||
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+ | The red areas on the right image is not good. There seem to be multiple large (in screen space) shadow casting lights in this scene. | ||
{{:hpl3:engine:light_complexity_no_shadows.png?nolink&640x360}} | {{:hpl3:engine:light_complexity_no_shadows.png?nolink&640x360}} | ||
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+ | To test if most of the complexity comes from shadows you can toggle the "Draw Shadows" checkbox on the Debug Menu. Here is what the scene complexity looks like without shadows. | ||
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==== Overdraw ==== | ==== Overdraw ==== |