You are here: Tutorials Click-VR Visualizer Improving rendering quality and performance  




















 CLICK-VR VISUALIZER
Getting started
Walk through with collisions
Adding precalculated reflection
Using automatic reflection
Using lightmaps for photorealistic lighting
Improving rendering quality and performance
 TUTORIALS
Click-VR Visualizer
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IMPROVING RENDERING QUALITY AND PERFORMANCE

Reflection

If possible use manually precalculated reflection maps.
Using auto reflections is the worst performance killer. Use it with care. Regarding performance it is better to use manually precalculated reflection maps. Also setting auto reflection to First-Frame is huge performance increase, for more information see also: Application Editor.

Textures

For best loading and rendering performance make sure you use DXTn compressed textures that are stored in the .DDS file format.
Also if using .DDS files make sure the the width and height are a power of two eg. 512x512, 1024x512, 1024x1024 and so on.
Use NormalMap instead of a Bumpmap to save video memory.

Objects

For optimum performace target a face per polygon number of at least 500. You get the face per polygon number by dividing the number of faces in the whole scene by the number of objects in the whole scene. You get this numbers from Summary Information which you get from the 3dsmax main menu.

If you have a large indoor scene try to have the objects split roughly in a cubic form. Whereas on cube should be as large as a room of your scene. So basically make each room an object. This helps the occlusion culling system to detect occluded areas.

Note:if you do not split the objects as indicated above, for example: You have one object containing all walls of your scene. Then the renderer has always to render all walls instead of skipping the walls that are occluded.