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hpl3:engine:optimizations

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hpl3:engine:optimizations [2012/10/08 13:48]
thomas [Objects]
hpl3:engine:optimizations [2012/10/08 13:49]
thomas [Lights]
Line 39: Line 39:
  
 **Only use spec when really needed**\\ **Only use spec when really needed**\\
-Specular means a lot of extra calculations for the light shader, and increases the perfomance cost of it by quite a bit. Because of that, make sure that not too many specular casting lights hit the same screen pixels (perferabbly fewer than one specular light per screen pixels). This often also makes the game look better. Lights with no specular can then at quite a low costbe used to simulate ambient light and light bouncing. So make sure to place those specular casting lights in places where they count!+Specular means a lot of extra calculations for the light shader, and increases the perfomance cost of it by quite a bit. Because of that, make sure that not too many specular casting lights hit the same screen pixels (perferabbly fewer than one specular light per screen pixels). This often also makes the game look better. Lights with no specular can then be used at a pretty ​low cost. This allows them to be used to simulate ambient light and light bouncing. So make sure to place those specular casting lights in places where they count!
  
 **Do not use too many shadows**\\ **Do not use too many shadows**\\
hpl3/engine/optimizations.txt ยท Last modified: 2015/09/17 10:59 by ian.thomas