Clarify optimization instructions

This commit is contained in:
skyace65
2021-04-04 18:12:42 -04:00
parent becad70a96
commit 2ed5a65822

View File

@@ -86,9 +86,11 @@ possible. Godot's priorities are:
scene, the faster the rendering will be. If a scene has a huge amount
of objects (in the hundreds or thousands), try reusing the materials.
In the worst case, use atlases to decrease the amount of texture changes.
- **Reusing Shaders:** If materials can't be reused, at least try to
re-use shaders (or StandardMaterial3Ds with different parameters but the same
configuration).
- **Reusing Shaders:** If materials can't be reused, at least try to re-use
shaders. Note: shaders are automatically reused between
StandardMaterial3Ds that share the same configuration (features
that are enabled or disabled with a check box) even if they have different
parameters.
If a scene has, for example, ``20,000`` objects with ``20,000`` different
materials each, rendering will be slow. If the same scene has ``20,000``