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Best performing material/light combinaton


leanderr
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Hey guys,

as optimizing a project for performance I'm wondering for a low hardware fallback option that ensures the highest fps.

Since I was using shaders and grid material before I fell back on the standard material and used point lights instead of spot lights. I could barely see any frame advances on this approach.

Is there any knowledge which texture/material/rendering style and which light source stresses the gpu the least and which eventually stresses it the most?

I also wonder if there is any option as resolution scaling or disabling every kind of shading globally or locally.

 

debugInspector.PNG

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Hi Leanderr !

Optimization is the key ! 

To say it fast, to improve performances, you should reduce the draw calls.

You can use instances, merge meshes, using light (not heavy) texture files etc..
You should freeze matrices and materials, when it is possible to avoid useless computation.
Especially in static scene, there is a lot of "manual" optimization you can do to improve the performance. 

Of course, having as less lights as possible in your scene. 1 can be enough in a lot of scenario if you use tricks like ambient lighting or illumination maps.

From the screenshot of the debug layer, I can see that there is 6 materials for 16 active meshes. You should try to merge meshes sharing the same material.

------- 

Once every little optimization done in your scene, if the hardware is still not powerful enough to render the scene smoothy, you may disable rendering features.
BabylonJS has its own Scene Optimizer to do it.
You should have a look there https://doc.babylonjs.com/how_to/optimizing_your_scene
and here : https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer

To conclude, you can render your scene in a tiniyer resolution than your canvas, but the result will be streched to the canvas resolution so it will of course be blurry.

In my opinion, this is something you should do only if you know you have already done every other optimization.
To do so, just use 
engine.setHardwareScalingLevel = n (with n < 1);

See http://doc.babylonjs.com/api/classes/babylon.engine


Hope it helps!

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I believe the first link you sent absolutely does it for me. I've been looking through optimization stuff for half an hour without finding this article. Must have been blind. Thanks so much.

SOLVED: https://doc.babylonjs.com/how_to/optimizing_your_scene

I still feel a bit puzzled what "frame, inter frame, meshes selection, render targets" and stuff on the stats page mean. The Debug Layer Documentation does not really provide these answers. https://doc.babylonjs.com/features/playground_debuglayer#tool-bar

Mayb we can crowdsource a little guide like "if you stat X exploding in your debug layer try solution Y because Z"?

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Crowdsourcing doc: Would love to get some help in this front :) 

- Frame is the time spent by the CPU to prepare a frame. You can optimize here definitely

- Inter frame is the time spend inside the driver. You must optimize draw calls or shader to optimize here

- meshes selection: Time spent to go through the scene to detect visible meshes

- render targets: time spent rendering render targets (like shadow maps)

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I managed to merge every mesh together, I froze everything materials, meshes, worldCoordinates, removed indexing.

I'm now down from 14 to 2 drawcalls. I've got a very simple scene: 6 planes and 2 lights, only standard material. Still the inter-frame is sometimes spiking at 30+... Pretty good Laptop with dedicated GPU.

So the main question I asked stays very relevant? Is it the material's or shaders fault? (marked as unsolved again)

fps.jpg

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Its a Browser Issue...

In chrome the potential FPS averages out at 600. In edge and firefox the performance is going through the roof with potential FPS mostly at infinity or a few thousands... That's weird af since crome is running at the newest Build 66+... I'll try to figure out and report more... Marked as solved again, trying to fix my driver situations, darn you lenovo driver center...

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Yes, it is enabled. I tried other lower spec PCs all with similar issues.

You can check out my project at http://h2783557.stratoserver.net/

You can try different amount of Details and shader settings with.

localstorage.setItem('effects', 'high');

localstorage.setItem('effects', 'mid');

localstorage.setItem('effects', 'low');

Is it possible at all to 10 simple meshes with a standard material and a simple GUI at full FPS on  a simple laptop? Or did I cap out the engine here? Inter Frame and Frame are going all over the place everywhere 😕

 

Graphics Feature Status

  • Canvas: Hardware accelerated
  • CheckerImaging: Disabled
  • Flash: Hardware accelerated
  • Flash Stage3D: Hardware accelerated
  • Flash Stage3D Baseline profile: Hardware accelerated
  • Compositing: Hardware accelerated
  • Multiple Raster Threads: Enabled
  • Native GpuMemoryBuffers: Software only. Hardware acceleration disabled
  • Rasterization: Hardware accelerated
  • Surface Synchronization: Enabled
  • Video Decode: Hardware accelerated
  • WebGL: Hardware accelerated
  • WebGL2: Hardware accelerated

Driver Bug Workarounds

  • clear_uniforms_before_first_program_use
  • decode_encode_srgb_for_generatemipmap
  • disable_accelerated_vpx_decode
  • disable_discard_framebuffer
  • disable_framebuffer_cmaa
  • disable_larger_than_screen_overlays
  • exit_on_context_lost
  • force_cube_complete
  • msaa_is_slow
  • scalarize_vec_and_mat_constructor_args
  • texsubimage_faster_than_teximage

Problems Detected

Version Information

Data exported 2018-05-25T09:06:56.917Z
Chrome version Chrome/66.0.3359.181
Operating system Windows NT 10.0.16299
Software rendering list URL https://chromium.googlesource.com/chromium/src/+/a10b9cedb40738cb152f8148ddab4891df876959/gpu/config/software_rendering_list.json
Driver bug list URL https://chromium.googlesource.com/chromium/src/+/a10b9cedb40738cb152f8148ddab4891df876959/gpu/config/gpu_driver_bug_list.json
ANGLE commit id 22c768fbda54
2D graphics backend Skia/66 773868fdade5f9f0e7697e6d09c9bd80aaa9b402-
Command Line "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --flag-switches-end

Driver Information

Initialization time 225
In-process GPU false
Passthrough Command Decoder false
Direct Composition true
Supports overlays true
Sandboxed true
GPU0 VENDOR = 0x8086, DEVICE= 0x191b *ACTIVE*
GPU1 VENDOR = 0x10de, DEVICE= 0x134d
Optimus false
Optimus false
AMD switchable false
Desktop compositing Aero Glass
Diagonal Monitor Size of \\.\DISPLAY1 13.9"
Driver vendor Intel Corporation
Driver version 21.20.16.4534
Driver date 10-7-2016
Pixel shader version 5.0
Vertex shader version 5.0
Max. MSAA samples 16
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Machine model version  
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GL_RENDERER ANGLE (Intel(R) HD Graphics 530 Direct3D11 vs_5_0 ps_5_0)
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Disabled WebGL Extensions EXT_disjoint_timer_query EXT_disjoint_timer_query_webgl2
Window system binding vendor Google Inc. (adapter LUID: 000000000000da00)
Window system binding version 1.4 (ANGLE 2.1.0.22c768fbda54)
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Direct rendering Yes
Reset notification strategy 0x8252
GPU process crash count 0

Compositor Information

Tile Update Mode One-copy
Partial Raster Enabled

GpuMemoryBuffers Status

ATC Software only
ATCIA Software only
DXT1 Software only
DXT5 Software only
ETC1 Software only
R_8 Software only
R_16 Software only
RG_88 Software only
BGR_565 Software only
RGBA_4444 Software only
RGBX_8888 GPU_READ, SCANOUT
RGBA_8888 GPU_READ, SCANOUT
BGRX_8888 Software only
BGRX_1010102 Software only
RGBX_1010102 Software only
BGRA_8888 Software only
RGBA_F16 Software only
YVU_420 Software only
YUV_420_BIPLANAR Software only
UYVY_422 Software only

Display(s) Information

Info Display[2528732444] bounds=0,0 1920x1080, workarea=0,0 1920x1050, scale=1, external
Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}
Bits per color component 8
Bits per pixel 24

Video Acceleration Information

Decode h264 baseline up to 4096x2304 pixels
Decode h264 baseline up to 2304x4096 pixels
Decode h264 main up to 4096x2304 pixels
Decode h264 main up to 2304x4096 pixels
Decode h264 high up to 4096x2304 pixels
Decode h264 high up to 2304x4096 pixels
Encode h264 baseline up to 3840x2176 pixels and/or 30.000 fps
Encode h264 main up to 3840x2176 pixels and/or 30.000 fps
Encode h264 high up to 3840x2176 pixels and/or 30.000 fps

Diagnostics

0
b3DAccelerationEnabled true
b3DAccelerationExists true
bAGPEnabled true
bAGPExistenceValid true
bAGPExists true
bCanRenderWindow true
bDDAccelerationEnabled true
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dwBpp 32
dwDDIVersion 12
dwHeight 1080
dwRefreshRate 60
dwWHQLLevel 0
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iAdapter 0
lDriverSize 95023168
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szAGPStatusLocalized Enabled
szChipType Intel(R) HD Graphics Family
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szDXVAHDEnglish Supported
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szDriverAttributes Final Retail
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szDriverDateLocalized 10/7/2016 02:00:00
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szDriverModelLocalized WDDM 2.1
szDriverName C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_1ee0e91871b217e3\igdumdim64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_1ee0e91871b217e3\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_1ee0e91871b217e3\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_1ee0e91871b217e3\igd12umd64.dll
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szNotesEnglish No problems found.
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szVdd unknown
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b3DAccelerationEnabled true
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dwBpp 0
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szAGPStatusEnglish Enabled
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szDDIVersionLocalized 12
szDDStatusEnglish Enabled
szDDStatusLocalized Enabled
szDXVAHDEnglish Unknown
szDXVAModes Unknown
szDescription NVIDIA GeForce 940MX
szDeviceId 0x134D
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szDriverSignDate Unknown
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szKeyDeviceKey Unknown
szManufacturer NVIDIA
szMiniVdd unknown
szMiniVddDateEnglish Unknown
szMiniVddDateLocalized unknown
szMonitorMaxRes Unknown
szMonitorName Unknown
szNotesEnglish No problems found.
szNotesLocalized No problems found.
szOverlayEnglish Unknown
szRankOfInstalledDriver 00D10001
szRegHelpText Unknown
szRevision Unknown
szRevisionId 0x00A2
szSubSysId 0x505017AA
szTestResultD3D7English Not run
szTestResultD3D7Localized Not run
szTestResultD3D8English Not run
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szTestResultD3D9English Not run
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szVdd unknown
szVendorId 0x10DE

Log Messages

  • [1592:1404:0525/103715.159:WARNING:ipc_message_attachment_set.cc(49)] : MessageAttachmentSet destroyed with unconsumed attachments: 0/1
  • [1592:1404:0525/104435.475:ERROR:gles2_cmd_decoder.cc(12012)] : [.Offscreen-For-WebGL-000002215E3D0F60]GL ERROR :GL_INVALID_OPERATION : glReadPixels: format and type incompatible with the current read framebuffer
  • [1592:1404:0525/104445.483:ERROR:gles2_cmd_decoder.cc(12012)] : [.Offscreen-For-WebGL-000002215E3D0F60]GL ERROR :GL_INVALID_OPERATION : glReadPixels: format and type incompatible with the current read framebuffer
  • [1592:1404:0525/104720.328:WARNING:ipc_message_attachment_set.cc(49)] : MessageAttachmentSet destroyed with unconsumed attachments: 0/1
  • [1592:1404:0525/105917.728:WARNING:ipc_message_attachment_set.cc(49)] : MessageAttachmentSet destroyed with unconsumed attachments: 0/1
  • GpuProcessHostUIShim: The GPU process exited normally. Everything is okay.
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"Disabled Features: native_gpu_memory_buffers"

what does that mean?

Wish I knew more about the hardware stuff here... looks like its time to do some research.
GpuMemoryBuffers Status

ATC Software only
ATCIA Software only
DXT1 Software only
DXT5 Software only
ETC1 Software only
R_8 Software only
R_16 Software only
RG_88 Software only
BGR_565 Software only
RGBA_4444 Software only
RGBX_8888 GPU_READ, SCANOUT
RGBA_8888 GPU_READ, SCANOUT
BGRX_8888 Software only
BGRX_1010102 Software only
RGBX_1010102 Software only
BGRA_8888 Software only
RGBA_F16 Software only
YVU_420 Software only
YUV_420_BIPLANAR Software only
UYVY_422 Software only


Im pretty sure that is saying the GPU is not handling the buffers, but maybe I am mistaken.
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