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hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 15:00] nebej |
hpl3:tutorials:level_design_-_indoor_level_performance [2013/02/11 15:09] nebej [Water] |
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- | Most of our levels feature water, this can be quite expensive. Water that uses reflections require the game to render twice, this can really slow down the level. The main thing to fix areas that have water reflection is to reduce the number of objects in it. | + | Most of our levels feature water, this can be quite expensive. Water that uses reflections require the game to render twice, this can really slow down the level. The main thing to fix areas that have water reflection is to reduce the number of objects in it. |
- | If a level requires both detail and water then you can either disable reflections or set the ReflectionFadeEnd to a low value. | + | If a level requires both detail and water then you can either disable reflections or set the ReflectionFadeEnd to a low value. ReflectionFadeEnd is a value in the water material that sets the maximum distance that the water can reflect. |
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+ | {{:water_material.jpg?nolink&}} | ||