Dad72 Posted May 15, 2015 Share Posted May 15, 2015 Hello, I have just seen that when one adds water (just with a small water level) with refractionTexture and reflectionTexture I lose 11 FPS. I pass from 60 FPS to 49 FPS.I desactivate by the debugLayer "Render Target", I return has 60 FPS. I think that there is a problem on the optimization of "render target" or on the "refractions" and "reflexions." I can not reproduce it in the playground, because I use the shader available on the blog. Here:http://blogs.msdn.com/b/eternalcoding/archive/2013/08/06/babylon-js-creating-a-convincing-world-for-your-game-with-custom-shaders-height-maps-and-skyboxes.aspx Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 15, 2015 Share Posted May 15, 2015 This is perfetly expected as the water shader uses a render target (meaning it renders meshes inside a texture to use it for the refraction) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 16, 2015 Author Share Posted May 16, 2015 In previous versions (< 2.0) when I used the water with the same Shader I did not lose FPS. at present -10 FPS, which is a lot. You tell me that this is normal now, but before I did not lose FPS (or 2, 3), so I do not understand if you tell me that this is normal. Why not before that consumed as much ? Me and this regressive huge difference told me that there definitely is a problem. No ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 17, 2015 Share Posted May 17, 2015 I have no way to define if this is a problem or not. If you can publish the same scene with 2.0 and 2.1 then we can compare Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 17, 2015 Share Posted May 17, 2015 My 2 cents. I do not trust the FPS on Debug Layer. At first I thought it was being on Ubuntu with display drivers that are just not as good. Then I started profiling. For the exact same scene, Firefox would say after a profiling session that I was averaging 30fps, but I show 17 in Debug Layer. The other problem with using debug layers #'s across versions BJS versions, is Debug Layer is in BJS, so it is not a neutral, observer. dad72, I would run 2 profiling sessions where the only difference is the BJS version. What does it say? The really good part is, you can drill down into the cpu side of each performance, at least, and see where it might be coming from. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 17, 2015 Author Share Posted May 17, 2015 Thank you for this advice JCP Quote Link to comment Share on other sites More sharing options...
Dad72 Posted May 17, 2015 Author Share Posted May 17, 2015 I find where does the problem exactly, is my field that uses a big subdivisions: 190 so I have more than 21,000 vertices. when I hide the ground, I returned 60 FPS even with water. I look forward to the LOD on ground, it would make large lot with retail for heigthmap. Quote Link to comment Share on other sites More sharing options...
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