Optimization Tutorial: OCCLUSION CULLING in Godot
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- Опубликовано: 21 окт 2024
- ACCESS the FULL COURSE here: academy.zenva....
Explore methods for optimizing games made with Godot!
Game optimization is a vital process in game development to ensure your games work smoothly and efficiently. In this course, you’ll discover how to use Godot’s profiling tools and common techniques like level of detail to improve how games run. These skills will allow you to better leverage finite system resources and enhance how you critically approach your code bases and game setups.
A basic understanding of Godot and GDScript is needed for this course.
You will learn how to:
Adjust level-of-detail for 3D models
Use the multi-mesh instance node
Identify resource-intensive scripts
Pinpoint inefficient visual components
Monitor game performance in real-time
Improve occlusion culling
… and more!
Access COMPLETE COURSES on Godot here: academy.zenva.com/product/godot-open-world-gaming-academy/?
Even without the custom occlusion, with the default bake, one of the reasons your FPS was so low with the initial occlusion baking was because the debugger outlines. So while the custom occlusion is a great remediation, you can also turn off the debug lines and see a dramatic improvement in the FPS as well!
Reyal?
Bro this theme looks crime. Btw cool tutorial
Noted on the theme! We’re making the switch to dark mode in our new tutorials.
Thank you 😊
You're very welcome! 😊 Glad to hear you enjoyed it!
How i can make this but with GridMaps?
Noooo, why the light theeeeme
Btw tutorial was really good, but i no longer have eyes
We've switched to dark mode to meet WCAG AAA accessibility standards. Get ready for more dark mode content on the channel over time! 🌑🌟
Thank You SOOO MUUUUCH
You're very welcome! 😊
Shouldn’t you make the occluder box bigger so the whole object fits into it?
Well, no. Not here.
Since anything completely behind the occluder box will be hidden, you want the occluder box to take up as much space as you can without escaping the object. If there are any parts of the occluder box that are sticking out, Godot will think an object that is behind it is completely hidden from view before it is actually completely hidden, making it pop out of existence too early.
@@Definitely_a_Fox EDIT: Nevermind. The occuluder box works the other way around. Everything behind the box is hidden. I thought OTHER object that are in front of the box would hide the object that has the box attached to it.
But isn't that exactly the problem you have when the box is too small? In the video the roof isnt inside the occluder box. So wouldn't that cause the roof to pop out of even though only the bottom part of the house is behind another object?
Does this also Work with a simple voxel Cube gridmap? Like Minecraft?
👍
you made wrost performance and telling the optimization .d
Thanks for sharing your thoughts! What specific performance issues did you notice?