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It's a work in progress. I have cut down on the original mesh size by quite a bit but continue to do that. I also fade out the resolution of the map tiles as yo
by rkotcher 17d ago
It's a work in progress. I have cut down on the original mesh size by quite a bit but continue to do that. I also fade out the resolution of the map tiles as you approach the horizon so you aren't loading ihgher res satellite images than you need. I've run entire flights on my 2022 mac pro with no issue, but as this is a side project it remains not as optimal as it could be. Any suggestions for order of operations / what should be fixed next are welcome :-)
- LukaD 17d agoI have a few suggestions: - as I mentioned above, the shadow map is drawn twice, probably it's being auto updated by three.js at some point - the entire cabin has a lot of triangles while the player only sees a small portion of it - cabin lighting could be baked - a lot of triangles seem to be rendered without backface culling, that's probably not intentional - don't run GTAO at full resolution, try half And also, use the spector.js [1] browser extension to profile the app and have your AI agent analyze the capture. [1]: https://spector.babylonjs.com/ https://spector.babylonjs.com/
- rkotcher 17d agoawesome, I will look at each of these, one at a time. my bigger issue today was that I was not expecting so many people to try the app and have unoptimized bandwidth costs. bringing those down first and then will be looking into optimizations like you have listed. I honestly just built this thing for fun & it was running fine for me. now that others are using it it's time to start thinking about performance more. Appreciate the thoughts.
- rkotcher 17d agofixed the shadow map being drawn twice, and have deployed that. going through each of these and considering. thank you for your suggestions.
- LukaD 16d agoCool! And sorry if my original comment came across as overly harsh. It’s a fun side project!