Card
https://trello.com/c/WsAtth3V/647-march-2022-optimization-update
Description
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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 threadThe 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 stationMore aggressive distance culling of small objectsPlaza 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 queriesAccelerate: Pine Valley’s 2nd track is now properly streamed out when not in use to greatly reduce the amount of occlusion queriesAccelerate: Sunrise Isles has had much of its material instruction counts reducedMinigolf: Waterhole has had much of its material instruction counts reducedMinigolf: Sweet Tooth has had much of its material instruction counts reducedMinigolf: Cove has had much of its material instruction counts reducedMinigolf: Cove’s cave environment (for hole 18) now streams out when not inside of it, reducing the amount of occlusion queriesMinigolf: Island has had its material instruction counts reducedMinigolf: Kingdom’s lava dungeon, courtyard area, and throne room now properly stream out when not inside, greatly reducing the amount of occlusion queriesMinigolf: Kingdom has had its material instruction counts reducedMinigolf: Forest has had its material instruction counts reducedAccelerate: 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 plazaFixed an issue where the plaza’s environment override manager was accidentally firing off plaza/interior load/unload code erratically at load-in in plazaTower 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 overdrawLow 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 computersMedium material effects settings will now render all of the “primary” material effects (color, normal, roughness, AO, metalness, etc) but will disable all “extra” effectsHigh 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 enabledFixed moving platform code from ticking in the render thread when at a large distance from the playerReduced material effect complexity/instruction counts across the boardProperly set up bounding boxes for particle effects to eliminate real-time per-frame bounding recalculations