Hello! I've low performance PC for that. And my scene will look like in the picture. What's the best choice for render the big scene with low PC? (Maybe scene isn't big, but I think about future projects )
On the image, we can see a lot of distance and fog. So LOD and distance culling would help. Also, Its a question if you want to show the far things from closer too, or they are just in the background. Because then you could make them super lowpoly or even billboards, or just painted into the skydome. The style looks very stylized and use simple shapes and materials, so materials can be cheap as well because you'd just use the textures and wouldn't use any fance material other than having 1-2-3 textures per asset. Or maybe you could use an atlas texture or two, and reuse it on all the assets. This can be a significant optimization and theres enough information on the internet about how is this done. Number of textures and their resolution / resource size can heavily change performance depending on the machine.
One more thing that I faced when I was using a weak computer was the limitation on how many individual assets the scene contains. So each little thing is separated and assembled in the editor, or they are pre-attached into medium size chunks. This could make LOD and culling better and worse as well depending on how things are clustered.
So in short: - Don't put millions of individual assets. - Use LOD - Use distance culling - Far things as 2d - Minimize the amount of textures and their resolution - Don't use complex materials - Depending on how you want it to look, consider unlit shader maybe? - Maybe this is needless to mention but your base LOD should be lowpoly as well...
Without knowing more details about your scene, this is it for now. Hope this helped.
On the image, we can see a lot of distance and fog. So LOD and distance culling would help. Also, Its a question if you want to show the far things from closer too, or they are just in the background. Because then you could make them super lowpoly or even billboards, or just painted into the skydome. The style looks very stylized and use simple shapes and materials, so materials can be cheap as well because you'd just use the textures and wouldn't use any fance material other than having 1-2-3 textures per asset. Or maybe you could use an atlas texture or two, and reuse it on all the assets. This can be a significant optimization and theres enough information on the internet about how is this done. Number of textures and their resolution / resource size can heavily change performance depending on the machine.
One more thing that I faced when I was using a weak computer was the limitation on how many individual assets the scene contains. So each little thing is separated and assembled in the editor, or they are pre-attached into medium size chunks. This could make LOD and culling better and worse as well depending on how things are clustered.
So in short: - Don't put millions of individual assets. - Use LOD - Use distance culling - Far things as 2d - Minimize the amount of textures and their resolution - Don't use complex materials - Depending on how you want it to look, consider unlit shader maybe? - Maybe this is needless to mention but your base LOD should be lowpoly as well...
Without knowing more details about your scene, this is it for now. Hope this helped.
Yeah! It's helped! I'm newbie and I need read more about LOD and complex materials( when this helpful or wrong) My objective is a good picture (art).
Advise the good program for rendering for this objective?
Replies
One more thing that I faced when I was using a weak computer was the limitation on how many individual assets the scene contains. So each little thing is separated and assembled in the editor, or they are pre-attached into medium size chunks. This could make LOD and culling better and worse as well depending on how things are clustered.
So in short:
- Don't put millions of individual assets.
- Use LOD
- Use distance culling
- Far things as 2d
- Minimize the amount of textures and their resolution
- Don't use complex materials
- Depending on how you want it to look, consider unlit shader maybe?
- Maybe this is needless to mention but your base LOD should be lowpoly as well...
Without knowing more details about your scene, this is it for now. Hope this helped.
I'm newbie and I need read more about LOD and complex materials( when this helpful or wrong)
My objective is a good picture (art).