Jump to content

Search the Community

Showing results for tags 'scene optimization'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. Hi, I have trouble with the mesh selection phase, which takes too long and therefor causes frame rates around 30 FPS. My scene contains roughly 2000 meshes, most of them empty (just used as containers or transformations). I do not know, if that is considered too much. Anyhow, using freezeActiveMeshes (thanks for adding this) to disable the mesh selection phase solves my problem, because the actual rendering of the scene is quite fast, even with all meshes activated. I therefore want to unfreezeActiveMeshes whenever the scene was changed and to freezeActiveMeshes as soon as possible. I thought using the onAfterActiveMeshesEvaluationObservable was a good idea to get informed when the mesh selection phase is completed, but using freezeActiveMeshes in the callback causes the engine to stall completely. You can see this here: https://playground.babylonjs.com/indexStable.html#0WHH9Q#5 Disabe the callback and it works: https://playground.babylonjs.com/indexStable.html#0WHH9Q#6 What is going on? Am I misusing the onAfterActiveMeshesEvaluationObservable? Cheers, jan
  2. Hi all. I am trying to apply different optimizations on my big complex scene with 4000 meshes and 40000 instances. The scene is very complex (12.5M vertices ) My idea is to combine diferent optimization methods probided by babylon. AUTOLOD+MESHSUBDIVIDE+OCTREES+SCENEOPTIMIZATION. My main problem is that when I try to apply the scene optimization method SceneOptimizerOptions.HighDegradationAllowed I always get the message that the optimization has been successfully but many times the scene is cleaned and the number of scene total vertices decrease until 0. I think there is something wrong. Here the code: BABYLON.SceneOptimizer.OptimizeAsync(scene, BABYLON.SceneOptimizerOptions.HighDegradationAllowed(15, 5000), function(){ if ( mydebug ) { console.log("Optimization successful"); } }, function(){ console.log("Optimization failed"); }); I have also realize that the function provides the mesage only one time. I thought that the function was executed each 5 seconds (5000ms) if the target of FPS of 15 was not possible. I am thing in serializing big scenes, but I have never tried and don't know if this will help. Many many thanks in advanced.
×
×
  • Create New...