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- .. meta::
- :keywords: optimization
- .. _doc_optimizing_3d_performance:
- Optimizing 3D performance
- =========================
- Culling
- -------
- Godot will automatically perform view frustum culling in order to prevent
- rendering objects that are outside the viewport. This works well for games that
- take place in a small area, however things can quickly become problematic in
- larger levels.
- Occlusion culling
- ^^^^^^^^^^^^^^^^^
- Walking around a town for example, you may only be able to see a few buildings
- in the street you are in, as well as the sky and a few birds flying overhead. As
- far as a naive renderer is concerned however, you can still see the entire town.
- It won't just render the buildings in front of you, it will render the street
- behind that, with the people on that street, the buildings behind that. You
- quickly end up in situations where you are attempting to render 10× or 100× more
- than what is visible.
- Things aren't quite as bad as they seem, because the Z-buffer usually allows the
- GPU to only fully shade the objects that are at the front. This is called *depth
- prepass* and is enabled by default in Godot when using the Forward+ or
- Compatibility rendering methods. However, unneeded objects are still reducing
- performance.
- One way we can potentially reduce the amount to be rendered is to **take advantage
- of occlusion**. Godot 4.0 and later offers a new approach to occlusion culling
- using occluder nodes. See :ref:`doc_occlusion_culling` for instructions on
- setting up occlusion culling in your scene.
- .. note::
- In some cases, you may have to adapt your level design to add more occlusion
- opportunities. For example, you may have to add more walls to prevent the player
- from seeing too far away, which would decrease performance due to the lost
- opportunities for occlusion culling.
- Transparent objects
- -------------------
- Godot sorts objects by :ref:`Material <class_Material>` and :ref:`Shader
- <class_Shader>` to improve performance. This, however, can not be done with
- transparent objects. Transparent objects are rendered from back to front to make
- blending with what is behind work. As a result,
- **try to use as few transparent objects as possible**. If an object has a
- small section with transparency, try to make that section a separate surface
- with its own material.
- For more information, see the :ref:`GPU optimizations <doc_gpu_optimization>`
- doc.
- Level of detail (LOD)
- ---------------------
- In some situations, particularly at a distance, it can be a good idea to
- **replace complex geometry with simpler versions**. The end user will probably
- not be able to see much difference. Consider looking at a large number of trees
- in the far distance. There are several strategies for replacing models at
- varying distance. You could use lower poly models, or use transparency to
- simulate more complex geometry.
- Godot 4 offers several ways to control level of detail:
- - An automatic approach on mesh import using :ref:`doc_mesh_lod`.
- - A manual approach configured in the 3D node using :ref:`doc_visibility_ranges`.
- - :ref:`Decals <doc_using_decals>` and :ref:`lights <doc_lights_and_shadows>`
- can also benefit from level of detail using their respective
- **Distance Fade** properties.
- While they can be used independently, these approaches are most effective when
- used together. For example, you can set up visibility ranges to hide particle
- effects that are too far away from the player to notice. At the same time, you
- can rely on mesh LOD to make the particle effect's meshes rendered with less
- detail at a distance.
- Visibility ranges are also a good way to set up *impostors* for distant geometry
- (see below).
- Billboards and imposters
- ^^^^^^^^^^^^^^^^^^^^^^^^
- The simplest version of using transparency to deal with LOD is billboards. For
- example, you can use a single transparent quad to represent a tree at distance.
- This can be very cheap to render, unless of course, there are many trees in
- front of each other. In this case, transparency may start eating into fill rate
- (for more information on fill rate, see :ref:`doc_gpu_optimization`).
- An alternative is to render not just one tree, but a number of trees together as
- a group. This can be especially effective if you can see an area but cannot
- physically approach it in a game.
- You can make imposters by pre-rendering views of an object at different angles.
- Or you can even go one step further, and periodically re-render a view of an
- object onto a texture to be used as an imposter. At a distance, you need to move
- the viewer a considerable distance for the angle of view to change
- significantly. This can be complex to get working, but may be worth it depending
- on the type of project you are making.
- Use instancing (MultiMesh)
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- If several identical objects have to be drawn in the same place or nearby, try
- using :ref:`MultiMesh <class_MultiMesh>` instead. MultiMesh allows the drawing
- of many thousands of objects at very little performance cost, making it ideal
- for flocks, grass, particles, and anything else where you have thousands of
- identical objects.
- See also the :ref:`Using MultiMesh <doc_using_multimesh>` documentation.
- Bake lighting
- -------------
- Lighting objects is one of the most costly rendering operations. Realtime
- lighting, shadows (especially multiple lights), and
- :ref:`global illumination <doc_introduction_to_global_illumination>` are especially
- expensive. They may simply be too much for lower power mobile devices to handle.
- **Consider using baked lighting**, especially for mobile. This can look fantastic,
- but has the downside that it will not be dynamic. Sometimes, this is a tradeoff
- worth making.
- See :ref:`doc_using_lightmap_gi` for instructions on using baked lightmaps. For
- best performance, you should set lights' bake mode to **Static** as opposed to
- the default **Dynamic**, as this will skip real-time lighting on meshes that
- have baked lighting.
- The downside of lights with the **Static** bake mode is that they can't cast
- shadows onto meshes with baked lighting. This can make scenes with outdoor
- environments and dynamic objects look flat. A good balance between performance
- and quality is to keep **Dynamic** for the :ref:`class_DirectionalLight3D` node,
- and use **Static** for most (if not all) omni and spot lights.
- Animation and skinning
- ----------------------
- Animation and vertex animation such as skinning and morphing can be very
- expensive on some platforms. You may need to lower the polycount considerably
- for animated models, or limit the number of them on screen at any given time.
- You can also reduce the animation rate for distant or occluded meshes, or pause
- the animation entirely if the player is unlikely to notice the animation being
- stopped.
- The :ref:`class_VisibleOnScreenEnabler3D` and :ref:`class_VisibleOnScreenNotifier3D`
- nodes can be useful for this purpose.
- Large worlds
- ------------
- If you are making large worlds, there are different considerations than what you
- may be familiar with from smaller games.
- Large worlds may need to be built in tiles that can be loaded on demand as you
- move around the world. This can prevent memory use from getting out of hand, and
- also limit the processing needed to the local area.
- There may also be rendering and physics glitches due to floating point error in
- large worlds. This can be resolved using :ref:`doc_large_world_coordinates`.
- If using large world coordinates is an option, you may be able to use techniques
- such as orienting the world around the player (rather than the other way
- around), or shifting the origin periodically to keep things centred around
- ``Vector3(0, 0, 0)``.
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