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Found 2 results

  1. Hi community, I want to propose you some addition to assetManager and sceneOptimizer. If the solution already exist, said me assetManager : 1. Get loading percent, not on x file loaded but on stream data loaded when it's possible. > for more precision and to show state if you load some big files. 2. Add "abort" function and "onAbort" callback to cancel running tasks and loading files. > Currently "clean" function delete tasks in assetManager but not abort current loads. That mean if you have a big file in loading, it don't stop. sceneOptimizer : 1. Add a starter level to try optimizing render : > I tested the current sceneOptimizer and the problem is it try the best render first. If you have an older device, the website crash and the browser reload page before that sceneOptimizer can downgrade the render. So, it's a loop without ending. 2. Create two steps to optimize render : > First : upgrading. The sceneOptimizer try to reach "x" FPS with the starter level. If it's ok, it upgrade render again until when it can't reach "x" FPS. > Second : dowgrading. If the last try (or the first try with the starter level ) not reach FPS, the sceneOptimizer downgrade until when it can reach FPS. If the sceneOptimizer reach "x" FPS, it stop. > Of course, we keep "trackerDuration" : time in milliseconds between passes. > You will can restart the sceneOptimizer when you add or change something like the current version What do you think about this ? Have a nice day !
  2. Hello , pls I need help on how to use this optimising code from BJS doc..something like a playground. Thanks var result = new BABYLON.SceneOptimizerOptions(60, 2000); var priority = 0; result.optimizations.push(new BABYLON.ShadowsOptimization(priority)); result.optimizations.push(new BABYLON.LensFlaresOptimization(priority)); // Next priority priority++; result.optimizations.push(new BABYLON.PostProcessesOptimization(priority)); result.optimizations.push(new BABYLON.ParticlesOptimization(priority)); // Next priority priority++; result.optimizations.push(new BABYLON.TextureOptimization(priority, 256)); // Next priority priority++; result.optimizations.push(new BABYLON.RenderTargetsOptimization(priority)); // Next priority priority++; result.optimizations.push(new BABYLON.HardwareScalingOptimization(priority, 4)); return result;
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