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153 lines
6.6 KiB
ReStructuredText
.. meta::
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:keywords: optimization
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.. _doc_optimizing_3d_performance:
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Optimizing 3D performance
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=========================
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Culling
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=======
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Godot will automatically perform view frustum culling in order to prevent
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rendering objects that are outside the viewport. This works well for games that
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take place in a small area, however things can quickly become problematic in
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larger levels.
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Occlusion culling
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~~~~~~~~~~~~~~~~~
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Walking around a town for example, you may only be able to see a few buildings
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in the street you are in, as well as the sky and a few birds flying overhead. As
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far as a naive renderer is concerned however, you can still see the entire town.
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It won't just render the buildings in front of you, it will render the street
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behind that, with the people on that street, the buildings behind that. You
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quickly end up in situations where you are attempting to render 10× or 100× more
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than what is visible.
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Things aren't quite as bad as they seem, because the Z-buffer usually allows the
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GPU to only fully shade the objects that are at the front. This is called *depth
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prepass* and is enabled by default in Godot when using the GLES3 renderer.
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However, unneeded objects are still reducing performance.
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One way we can potentially reduce the amount to be rendered is to take advantage
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of occlusion. As of Godot 3.3, there is no built in support for occlusion in
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Godot. However, with careful design you can still get many of the advantages.
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For instance, in our city street scenario, you may be able to work out in advance
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that you can only see two other streets, ``B`` and ``C``, from street ``A``.
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Streets ``D`` to ``Z`` are hidden. In order to take advantage of occlusion, all
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you have to do is work out when your viewer is in street ``A`` (perhaps using
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Godot Areas), then you can hide the other streets.
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This is a manual version of what is known as a "potentially visible set". It is
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a very powerful technique for speeding up rendering. You can also use it to
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restrict physics or AI to the local area, and speed these up as well as
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rendering.
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.. note::
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In some cases, you may have to adapt your level design to add more occlusion
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opportunities. For example, you may have to add more walls to prevent the player
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from seeing too far away, which would decrease performance due to the lost
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opportunies for occlusion culling.
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Other occlusion techniques
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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There are other occlusion techniques such as portals, automatic PVS, and
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raster-based occlusion culling. Some of these may be available through add-ons
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and may be available in core Godot in the future.
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Transparent objects
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~~~~~~~~~~~~~~~~~~~
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Godot sorts objects by :ref:`Material <class_Material>` and :ref:`Shader
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<class_Shader>` to improve performance. This, however, can not be done with
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transparent objects. Transparent objects are rendered from back to front to make
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blending with what is behind work. As a result,
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**try to use as few transparent objects as possible**. If an object has a
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small section with transparency, try to make that section a separate surface
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with its own material.
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For more information, see the :ref:`GPU optimizations <doc_gpu_optimization>`
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doc.
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Level of detail (LOD)
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=====================
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In some situations, particularly at a distance, it can be a good idea to
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**replace complex geometry with simpler versions**. The end user will probably
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not be able to see much difference. Consider looking at a large number of trees
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in the far distance. There are several strategies for replacing models at
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varying distance. You could use lower poly models, or use transparency to
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simulate more complex geometry.
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Billboards and imposters
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~~~~~~~~~~~~~~~~~~~~~~~~
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The simplest version of using transparency to deal with LOD is billboards. For
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example, you can use a single transparent quad to represent a tree at distance.
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This can be very cheap to render, unless of course, there are many trees in
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front of each other. In which case transparency may start eating into fill rate
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(for more information on fill rate, see :ref:`doc_gpu_optimization`).
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An alternative is to render not just one tree, but a number of trees together as
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a group. This can be especially effective if you can see an area but cannot
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physically approach it in a game.
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You can make imposters by pre-rendering views of an object at different angles.
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Or you can even go one step further, and periodically re-render a view of an
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object onto a texture to be used as an imposter. At a distance, you need to move
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the viewer a considerable distance for the angle of view to change
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significantly. This can be complex to get working, but may be worth it depending
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on the type of project you are making.
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Use instancing (MultiMesh)
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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If several identical objects have to be drawn in the same place or nearby, try
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using :ref:`MultiMesh <class_MultiMesh>` instead. MultiMesh allows the drawing
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of many thousands of objects at very little performance cost, making it ideal
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for flocks, grass, particles, and anything else where you have thousands of
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identical objects.
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Also see the :ref:`Using MultiMesh <doc_using_multimesh>` doc.
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Bake lighting
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=============
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Lighting objects is one of the most costly rendering operations. Realtime
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lighting, shadows (especially multiple lights), and GI are especially expensive.
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They may simply be too much for lower power mobile devices to handle.
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**Consider using baked lighting**, especially for mobile. This can look fantastic,
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but has the downside that it will not be dynamic. Sometimes, this is a trade-off
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worth making.
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In general, if several lights need to affect a scene, it's best to use
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:ref:`doc_baked_lightmaps`. Baking can also improve the scene quality by adding
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indirect light bounces.
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Animation and skinning
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======================
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Animation and vertex animation such as skinning and morphing can be very
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expensive on some platforms. You may need to lower the polycount considerably
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for animated models or limit the number of them on screen at any one time.
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Large worlds
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============
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If you are making large worlds, there are different considerations than what you
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may be familiar with from smaller games.
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Large worlds may need to be built in tiles that can be loaded on demand as you
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move around the world. This can prevent memory use from getting out of hand, and
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also limit the processing needed to the local area.
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There may also be rendering and physics glitches due to floating point error in
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large worlds. You may be able to use techniques such as orienting the world
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around the player (rather than the other way around), or shifting the origin
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periodically to keep things centred around ``Vector3(0, 0, 0)``.
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