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Add triangle / vertex count display for MeshInstances #248
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I was going to make a new issue, but then I realized it probably belongs here: I am trying to figure out the best sub-scenes to optimize in a medium-complexity game. So far the only way I can figure out what I should work on is by enabling/disabling visibility one by one and seeing draw calls go down. This is NOT tenable, as you can imagine, with only a dozen or so intersections plus a dozen or so roads (every road has 3 parts, and a dozen or so buildings alongside, so I estimate 12 to the power of 3 nodes or something around 1800 nodes), whether I go the completely manual route or trying some sort of a technique presented here: https://www.youtube.com/watch?v=QXUCGzJUfkc Godot really needs something like https://unrealartoptimization.github.io/book/profiling/view-modes/ (shader complexity view) or https://docs.unity3d.com/Manual/FrameDebugger.html, and it also ties to #2704 (mipmap levels view) |
what about draw calls, material count/changes etc as well |
It would be nice to see info for any selection as well imo. |
This is now merged in 3.6, although leaving this open as there is some interest in having the same feature in 4.x. |
Describe the project you are working on:
Splitting and merging meshes for balancing draw calls / culling, and optimizing levels for fast rendering
Describe the problem or limitation you are having in your project:
There doesn't appear to be an easy way to determine the poly count of a mesh from the IDE.
Some other stats that are useful:
https://www.khronos.org/opengl/wiki/Post_Transform_Cache
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
I just asked on IRC in devel and none of us were aware of a current way of seeing this basic info. There were suggestions ranging from putting it in the inspector (when the mesh instance is selected) to putting it as a label in the 3d viewport.
There are actually 2 aspects here:
One advanced consideration might be if multiple nodes are selected, or only some are MeshInstances.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
It will probably be useful quite often.
Is there a reason why this should be core and not an add-on in the asset library?:
Could perhaps be made as an add-on (I'm not familiar with making IDE add-ons) but the consensus was that we should put it up here as a proposal as it might be widely useful functionality.
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