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geoscene3d:project_content:objects:surface:surface_performance [2020/02/05 14:12] – rebecca130301_gmail.com | geoscene3d:project_content:objects:surface:surface_performance [2020/03/20 17:43] (current) – external edit 127.0.0.1 | ||
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====== Surface Performance ====== | ====== Surface Performance ====== | ||
- | With the settings in the Surface Performance dialog it is possible to improve performance for surfaces. Read the instructions below carefully before changing any settings. Press the | + | With the settings in the Surface Performance dialog it is possible to improve performance for surfaces. Read the instructions below carefully before changing any settings. Press the //Restore Defaults// button to return to default settings. |
- | Restore Defaults | + | |
- | button to return to default settings. | + | |
- | The most effective setting is the // | + | The most effective setting is the // Quality Distance // setting! |
- | Quality Distance // | + | |
- | setting! | + | |
- | ** | + | **Max Camera Distance ** \\ |
- | Max Camera Distance ** \\ | + | |
The surface is invisible if the camera is this distance or more from the lower left corner of the surface. | The surface is invisible if the camera is this distance or more from the lower left corner of the surface. | ||
- | ** | + | **Quality Style ** \\ |
- | Quality Style ** \\ | + | Determines how the surface closer than Quality Distance is rendered. // Full Geometry // (default value) means that the surface is rendered with full geometry, and no [[http:// |
- | Determines how the surface closer than Quality Distance is rendered. | + | |
- | Full Geometry // | + | |
- | (default value) means that the surface is rendered with full geometry, and no [[http:// | + | |
- | (level of detail) of any kind, while // | + | |
- | Tessellated // | + | |
- | means the surface will be tessellated once, with the best output for the // | + | |
- | LOD Precision // | + | |
- | , and the result of that tessellation will be reused in further frames without any adaptive tessellation. | + | |
- | ** | + | **Max LOD Triangles ** \\ |
- | Max LOD Triangles ** \\ | + | Maximum number of LOD triangles. Triangles closer than // Quality Distance // do not count toward this limit. |
- | Maximum number of LOD triangles. Triangles closer than // | + | |
- | Quality Distance // | + | |
- | do not count toward this limit. | + | |
- | ** | + | **LOD Precision ** \\ |
- | LOD Precision ** \\ | + | Precision of LOD surface beyond // Quality Distance // . The lower the value, the higher the precision and triangle count. Large values will result in a coarse surface. The surface closer than // Quality Distance // ignore this setting. |
- | Precision of LOD surface beyond | + | |
- | Quality Distance // | + | |
- | . The lower the value, the higher the precision and triangle count. Large values will result in a coarse surface. The surface closer than // | + | |
- | Quality Distance // | + | |
- | ignore this setting. | + | |
- | ** | + | **Occlusion Frame Skip ** \\ |
- | Occlusion Frame Skip ** \\ | + | |
Numbers of frames to skip for a surface sub area when occlusion testing found it invisible. Occlusion testing can help reduce CPU requirements when tiles are occluded, either by the surface itself (triangles behind a mountain or a cliff) or by geometry that was rendered before the surface (large buildings). If there is little occlusion in your scene (such as in top down or high-altitude view), turning occlusion on may have a slightly negative effect on frame rate. It works by turning off rendering of triangles for the specified number of frames if it has been found invisible, after Frame Skip number of frames have been skipped, it will be rendered again, and a new occlusion testing made. This makes occlusion-testing a frame-to-frame coherency optimization, | Numbers of frames to skip for a surface sub area when occlusion testing found it invisible. Occlusion testing can help reduce CPU requirements when tiles are occluded, either by the surface itself (triangles behind a mountain or a cliff) or by geometry that was rendered before the surface (large buildings). If there is little occlusion in your scene (such as in top down or high-altitude view), turning occlusion on may have a slightly negative effect on frame rate. It works by turning off rendering of triangles for the specified number of frames if it has been found invisible, after Frame Skip number of frames have been skipped, it will be rendered again, and a new occlusion testing made. This makes occlusion-testing a frame-to-frame coherency optimization, | ||
- | ** | + | **Occlusion Tessellate ** \\ |
- | Occlusion Tessellate ** \\ | + | Determines if and how occlusion testing affects tessellation. Turning off tessellation of tiles determined invisible can improve performance, |
- | Determines if and how occlusion testing affects tessellation. Turning off tessellation of tiles determined invisible can improve performance, | + | |
- | Quality Distance // | + | |
- | , so that glitches will appear farther away (this will mean increasing your triangle count though, so you'll trade CPU power) | + | |