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Document configuring CPU thread usage in BakedLightmap for responsiveness
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@@ -205,8 +205,8 @@ different approach such as blob shadows instead. Blob shadows can be implemented
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with a Sprite3D + RayCast setup, or a negative SpotLight pointing down with its
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bake mode set to **Disabled**.
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The light will not be adjustable at all during gameplay; moving
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it and changing its color will not have any effect on static surfaces.
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The light will not be adjustable at all during gameplay. Moving
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the light and changing its color or energy will not have any effect on static surfaces.
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Since bake modes can be adjusted on a per-light basis, it is possible to create
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hybrid baked light setups. One popular option is to use a real-time
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@@ -233,6 +233,23 @@ it is recommended to use lower quality settings at first. Then, once you are con
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with your scene's lighting setup, raise the quality settings and perform a "final"
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bake before exporting your project.
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.. note::
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By default, the lightmap baker will use all the system's logical CPU cores
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to speed up baking. This can reduce system responsiveness. To preserve system
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responsiveness while lightmaps are baking, you can reduce the number of CPU threads
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used to bake lightmaps. Keeping 1 or 2 CPU threads free will help improve
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system responsiveness, which is useful when multi-tasking while lightmaps are
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baking at the cost of slowing down lightmap baking slightly.
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To do so, open **Editor > Editor Settings** and adjust
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**Editors > 3d > Lightmap Baking Number Of Cpu Threads**.
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The default value (``0``) uses all of the system's logical CPU cores.
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Positive values will specify a number of threads to use, while negative
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values will subtract from the total number of logical CPU cores in the system.
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For example, on a system with 8 logical CPU cores, adjusting the setting to
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``-1`` will use 7 CPU threads for lightmap baking.
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Configuring bake
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~~~~~~~~~~~~~~~~
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