November 5th, 2020 - Ben & Jace Talk: Optimisation review - Refinery

November 5th, 2020

Ben & Jace Talk: Optimisation review - Refinery

Ben & Jace Talk: Optimisation review - Refinery (Part 1)

https://www.youtube.com/watch?v=omjFqZQV9fI&t=1500

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  1. Ben

    So let's take anything.

    What building do you want to see?

    I want to see, yeah, sure, Refinery.

    Let's go with Refinery.

    This is the new mesh, I believe, even.

    But I think it's going to be out already.

    So we have the beautiful Refinery here.

    So the first thing I always do, I'm on top of development when they are making the meshes.

    I give them a budget they can work with.

    So it's never going to be overly expensive or out of the norms.

    Budget as in like polycount?

  2. Jace

    Yeah, the

  3. Ben

    polycount, the triangles.

    If they can use baked textures, because we have two ways of texturing.

    Our mothers are awfully aware of that.

    They use our factory material, which looks amazing.

    I love to see it.

Ben & Jace Talk: Optimisation review - Refinery (Part 2)

https://www.youtube.com/watch?v=omjFqZQV9fI&t=1611

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  1. Ben

    So if the art is fine,

    then I go to the build part.

    And that's the place where things are often going wrong.

    Why people are also getting the out of object crash.

    Okay.

    For example, here we have three ladders.

    So every refinery is going to have three ladders on there.

    So if you build 300 refineries, you're going to have 900 ladders on there.

    Very nice.

    Very nice.

    So that's how it can easily go up to insane amounts of objects.

    Right.

    Then we have clearance lags and things we need to have.

    And then often it's like, okay, do we need this on the distance, like the skeleton mesh?

    Do

  2. Jace

    we

  3. Ben

    remove it on the distance?

    Like, yeah, after 3,000 units, we remove it.

    3,000, can I read?

    30,000.

    30,000, yes, I can read.

    And that way I make sure buildings are optimized.