Hi, all!
I render 50+ NPCs each containing of 16 meshes, 20K triangles each.
Render consumes 50% of frame, and I don’t like it. So I have some questions.
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If I change 4 x 1-texture materials to 1 x 4-texture material will it be faster? I don’t want to make textures too big as this will limit hardware support (or can Urho handle this automatically?).
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Will merging .mdls to a set of multi-geometry mdls do me anything good?
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It looks like script fire simulation consumes 0.25 of frame each, is there some
shader-based method to simulate light from candle/fire which would not consume CPU so much? -
What are steps to reduce CPU consumption by animations? I used animationLodBias to seriously
reduce CPU load. If I swap character models to special low-poly one for distant characters, will that
improve situation? I really don’t want to do this as this leads to somewhat ugly results an graphics
looks like from 1990s, but anyway…