March 2022 Optimization Update

Card

https://trello.com/c/WsAtth3V/647-march-2022-optimization-update

Description

This card has no description.

Plaza

  • Much more aggressive use of streaming out areas around the plaza to greatly reduce the amount of occlusion queries to reduce the load of occlusion culling on the render thread
  • The following zones now stream out correctly - celebrations store, lighthouse interior, smoothie store (fresh), nature store, vehicle store, DIY store, surf shop, gameworld ports, and subway station
  • More aggressive distance culling of small objects
  • Plaza has had its material instruction counts reduced across the board

Game Worlds

  • Accelerate: Bedzoom’s alternating tracks are now properly streamed out when not in use to greatly reduce the amount of occlusion queries
  • Accelerate: Pine Valley’s 2nd track is now properly streamed out when not in use to greatly reduce the amount of occlusion queries
  • Accelerate: Sunrise Isles has had much of its material instruction counts reduced
  • Minigolf: Waterhole has had much of its material instruction counts reduced
  • Minigolf: Sweet Tooth has had much of its material instruction counts reduced
  • Minigolf: Cove has had much of its material instruction counts reduced
  • Minigolf: Cove’s cave environment (for hole 18) now streams out when not inside of it, reducing the amount of occlusion queries
  • Minigolf: Island has had its material instruction counts reduced
  • Minigolf: Kingdom’s lava dungeon, courtyard area, and throne room now properly stream out when not inside, greatly reducing the amount of occlusion queries
  • Minigolf: Kingdom has had its material instruction counts reduced
  • Minigolf: Forest has had its material instruction counts reduced
  • Accelerate: Wishy Washy has had its material instruction counts reduced

Bug Fixes

  • Fixed an issue where the plaza’s environment override manager was redundantly re-setting the seasonal settings at load-in in plaza
  • Fixed an issue where the plaza’s environment override manager was accidentally firing off plaza/interior load/unload code erratically at load-in in plaza
  • Tower Unite will now use more of your VRAM, reducing instances of premature texture stream-out (blurry textures)

Condos

  • Foliage-heavy condos will now be much more performant due to early z-pass mask depth testing

Overall

  • Depth sorting for masked materials (foliage, etc) is now handled before the base pass to greatly reduce overdraw
  • Low material effects settings now function as a sort of “potato mode” where all extra material effects are disabled, with only the color map displaying to reduce material instruction count as much as possible for lower end computers
  • Medium material effects settings will now render all of the “primary” material effects (color, normal, roughness, AO, metalness, etc) but will disable all “extra” effects
  • High material effects settings will function as they do now, allowing all material effects as well as all of the extra “bells and whistles” to be enabled
  • Fixed moving platform code from ticking in the render thread when at a large distance from the player
  • Reduced material effect complexity/instruction counts across the board
  • Properly set up bounding boxes for particle effects to eliminate real-time per-frame bounding recalculations
2 Likes
  • A new checklist named “Overall” has been added to the card.
  • A new checklist named “Game Worlds” has been added to the card.
  • A new checklist named “Plaza” has been added to the card.
2 Likes
  • “Much more aggressive use of streaming out areas around the plaza to greatly reduce the amount of occlusion queries to reduce the load of occlusion culling on the render thread” has been checked off on the “Plaza” checklist.
3 Likes
  • “Depth sorting for masked materials (foliage, etc) is now handled before the base pass to greatly reduce overdraw” has been checked off on the “Overall” checklist.
2 Likes
  • “AC_Bedzoom - Bedzoom’s alternating tracks are now properly streamed out when not in use to greatly reduce the amount of occlusion queries” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “AC_Forest - Pine Valley’s 2nd track is now properly streamed out when not in use to greatly reduce the amount of occlusion queries” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “Low material effects settings now function as a sort of “potato mode” where all extra material effects are disabled, with only the color map displaying to reduce material instruction count as much as possible for lower end computers” has been checked off on the “Overall” checklist.
2 Likes
  • “High material effects settings will function as they do now, allowing all material effects as well as all of the extra “bells and whistles” to be enabled” has been checked off on the “Overall” checklist.
  • “Medium material effects settings will now render all of the “primary” material effects (color, normal, roughness, AO, metalness, etc) but will disable all “extra” effects” has been checked off on the “Overall” checklist.
2 Likes
  • “MG_Waterhole - Waterhole has had much of its material instruction counts greatly reduced” has been checked off on the “Game Worlds” checklist.
  • “AC_Island - Sunrise Isles has had much of its material instruction counts greatly reduced” has been checked off on the “Game Worlds” checklist.
2 Likes
  • A new checklist named “Bug Fixes” has been added to the card.
  • “MG_Cove - Cove has had much of its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
  • “MG_Sweet Tooth - Sweet Tooth has had much of its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “Fixed an issue where the plaza’s environment override manager was redundantly re-setting the seasonal settings at load-in in plaza” has been checked off on the “Bug Fixes” checklist.
2 Likes
  • “More aggressive distance culling of small objects” has been checked off on the “Plaza” checklist.
  • “The following zones now stream out correctly - celebrations store, lighthouse interior, smoothie store (fresh), nature store, vehicle store, DIY store, surf shop, gameworld ports, and subway station” has been checked off on the “Plaza” checklist.
2 Likes
  • “MG_Cove - Cove’s cave environment (for hole 18) now streams out when not inside of it, reducing the amount of occlusion queries” has been checked off on the “Game Worlds” checklist.
2 Likes
  • A new checklist named “Condos” has been added to the card.
  • “Foliage-heavy condos will now be much more performant due to early z-pass mask depth testing” has been checked off on the “Condos” checklist.
2 Likes
  • “MG_Sandbar - Island has had its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “MG_Kingdom - Kingdom has had its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
  • “MG_Kingdom - Kingdom’s lava dungeon, courtyard area, and throne room now properly stream out when not inside, greatly reducing the amount of occlusion queries” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “MF_Forest - Forest has had its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
  • “Plaza has had its material instruction counts reduced across the board” has been checked off on the “Plaza” checklist.
2 Likes
  • “AC_WishyWashy - Wishy Washy has had its material instruction counts reduced” has been checked off on the “Game Worlds” checklist.
2 Likes
  • “Reduced material effect complexity/instruction counts across the board” has been checked off on the “Overall” checklist.
2 Likes
  • “Properly set up bounding boxes for particle effects to eliminate real-time per-frame bounding recalculations” has been checked off on the “Overall” checklist.
3 Likes