Nabroski Posted December 9, 2016 Share Posted December 9, 2016 47 minutes ago, Convergence said: Thanks I'm working on performance now.. If you have a minute, you can try to see if disabling render targets helps (click the FPS meter to open the babylon debug layer, then uncheck render targets). But I'll get a more rigorously optimized version out soon with a settings dialog to disable and enable certain options. Hmm, what FPS are you getting for this link? http://misc.blicky.net/c2/?id=1&highfps Yes, that's it! 60fps with your link, but also a lot of error msg: I was in a bad attitude this morning, so nevermind me. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 10, 2016 Share Posted December 10, 2016 Other option: you can keep your shadows but set the rendertexture to render only once (or only when you want to update the texture) Like generator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; Quote Link to comment Share on other sites More sharing options...
Convergence Posted December 10, 2016 Author Share Posted December 10, 2016 5 hours ago, Nabroski said: Yes, that's it! 60fps with your link, but also a lot of error msg: I was in a bad attitude this morning, so nevermind me. No worries; hope its better now. Yikes, that might just be a network error (I can't seem to reproduce it); would a refresh (or two) help? 25 minutes ago, Deltakosh said: Other option: you can keep your shadows but set the rendertexture to render only once (or only when you want to update the texture) Like generator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; Thank you; I tried setting it to 0 or 10 or so (sorry numbers are easier to remember than long constants), however if I set it to anything other than 1 it starts to flicker badly Quote Link to comment Share on other sites More sharing options...
Nabroski Posted December 10, 2016 Share Posted December 10, 2016 Ah Ok, i'm sorry - its again only me. You are using babylonjs 2.3 and im on chrome 56 with webgl 2.0 many things will break, it's a expected behavior. Its a dev build of chrome (im a devloper) til it hit the marked you can run your website at least for 1year. then probably you just have to change the babylonjs version. so its not a big deal i think @Deltakosh already make good plans to kick complicity backward compatibility in 2.6 babylonjs i look at babylonjs 1.0.1 on github, back to the roots! yeah! @Convergence Your website runs wonderful (60pfs) with a common browser installed on my system! Great Work. Good Luck! Convergence 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted December 10, 2016 Share Posted December 10, 2016 and maybe is there a way to not compute the shadows each frame, as the only main light source is the sun and the sun doesn't really move each frame, does it ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 11, 2016 Share Posted December 11, 2016 It will flicker if meshes in the shadows are moving. But I was thinking about using one shadowmap for the building (and keep it with renderOnce) and one for moving objects only Convergence 1 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted December 12, 2016 Share Posted December 12, 2016 Woaw, that's so crazily impressive !!! Totally awsome, man Convergence 1 Quote Link to comment Share on other sites More sharing options...
Convergence Posted December 13, 2016 Author Share Posted December 13, 2016 On 12/11/2016 at 10:01 AM, Deltakosh said: It will flicker if meshes in the shadows are moving. But I was thinking about using one shadowmap for the building (and keep it with renderOnce) and one for moving objects only Good to know That's a clever suggestion; unfortunately when tried, it seems incompatible with BitOfGold's function of manipulating the shadowGenerator's matrix to adapt to one single mesh that scales with the camera radius. But the solution will probably involve renderOnce somehow.. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 13, 2016 Share Posted December 13, 2016 It should work (and you can also make the BitOfGold's update optional) Quote Link to comment Share on other sites More sharing options...
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