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Allow running the game with less visual detail to improve performance on lower-end machines #9

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unfa opened this issue Jan 23, 2021 · 3 comments

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@unfa
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unfa commented Jan 23, 2021

Ideas:

Scaling down Particle amount.
Simplifying shaders.
Reducing draw distance
Disabling dynamic shadows
Disabling postprocessing (bloom, SSAO, tonemapping etc.)

@xard-dev
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xard-dev commented Feb 7, 2021

Also rendering on less than native resolution can help on fullscreen.

This can be quickly tested with editor by setting following parameters in editor:
Project Settings > Display > Window

  • Mode = viewport
  • Test Width = rendering pixel width
  • Test Height = rendering pixel height

@xard-dev
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xard-dev commented Feb 7, 2021

On higher resolutions (like 4k) the Screen Space reflections create a very heavy performance hit. When turned off water and glass surfaces lose reflectivity but I guess that's nothing which wouldn't be fixable using a cube envmap.

@unfa
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unfa commented Feb 7, 2021

Hmm. The problem with Reflection Probes (which render cubemaps) is that their results cannot be cached, so when they are spawned in the game, they freeze the game for a while while they render their stuff. I wish I could cache their data and avoid that, but I haven't found a way to do so.

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