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VaM 1.x any way to see what takes fps in a scene?

Threads regarding the original VaM 1.x

Mm3

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hi, i have a scene with 3 people and even after removing hair and shadows my scene still have a very low fps.(gpu rtx4070 12gb)

i want to know if there is a way maybe a plugin that can tell me what takes so much fps?
 
Yes, characters are very expensive. For frametime/fps tracking, you need to do like any gamedev would do, disable things one by one, or tweak the settings one by one to see what makes a difference.
Biggest offenders in VAM:
- Soft Body physics
- Hairs
- Clothes

Without excluding some that sometimes can kill your framerate: some environments (badly made), and lighting.
 
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Yes, characters are very expensive. For frametime/fps tracking, you need to do like any gamedev would do, disable things one by one, or tweak the settings one by one to see what makes a difference.
Biggest offenders in VAM:
- Soft Body physics
- Hairs
- Clothes

Without excluding some that sometimes can kill your framerate: some environments (badly made), and lighting.
assets can also take fps?
 
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assets can also take fps?
Yes.
Assets can also take fps by:
- Asset model triangle count;
- Shadows from asset model can double the triangle count to (this is how shadows work. Each light atom creates a shadow by projecting the resource model onto the surface. Therefore, the more light with activated shadows, the more triangles in the scene, like x2,x3,x4 for every affected assets by light );
- Asset model colliders;
- Particles (triangles + running particle scripts);

On my PC I get 45fps on a scene with locations and two characters. And that's a pretty good result i think.
 
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45fps in VR? Dang that's low :p
But "ok tier" if you have lower specs.

assets can also take fps?

As @chakchak said, yes, pretty much anything.
I wouldn't worry much about collisions or particles, generally you gotta have a really shitty asset or very badly made particles to suffer from it.

Shadow casters on the other hand, are quite intense. Someone releasing a very high poly enviro will most likely have a big impact on the framerate if you use realtime lights to draw shadows.

But if you prefer a TL;DR: ANY resource found on the hub can kill your framerate. VAM is at a level today, where you're pretty much talking about gamedev. And gamedev is complex, and not everyone (not to say, pretty much only a thin margin of assets creators) now what to do or not. So the best approach is to test the assets, check how your scene runs, and not use things that have a massive strain on your fps.

For instance, on my gear I run a two person scene with a controlled light, soft bodies enabled, animated... at 180fps. I know i'm on the high end spectrum of performances, but if I'd put an enviro eating 50fps saying "I'm ok I'm still at 130", I would not be accounting for people running at 80fps which, if we'd assume it's the same impact, would drop down to 30.
So just be careful, and everything will be fine :sneaky:
 
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Try running the standard benchmark scene and compare your results to those posted in the benchmark discussion thread. That might uncover some generic performance issues with your system.
 
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