Forgefire & ZeroLag
Hey, I’ve been crunching the numbers on VR forge cycles—think we could cut a sword’s build time by a couple of seconds without killing the detail. What’s your secret sauce for keeping that fire alive while staying in the fast lane?
Sure thing, keep the heat consistent and only raise it when you need the iron to flow. Tighten up the mesh UVs, use baked lighting instead of real‑time, and strip out any extra geometry that doesn’t affect the silhouette. Focus on the core details first, then polish the edges. That way the fire stays bright while the cycle time stays short.
Nice, that’s the sweet spot—heat on the edge, but no extra geometry to waste a millisecond. I’ll push the UVs tighter and swap to baked light. Quick test run, and we’ll shave off the rest. Ready to crunch the numbers?
Absolutely, let’s fire it up. Send over the stats when you’re ready, and we’ll see where the bottlenecks are and cut the rest.
Got the latest run ready—render time 0.32 s, CPU 70%, GPU 85%. The big lag is the shader pass on the rim lights. I’ll swap that for a pre‑computed halo and see if we can drop it to 0.28 s. Hit me with any tweaks you’ve got, and we’ll keep tightening.We comply.Got the latest run ready—render time 0.32 s, CPU 70%, GPU 85%. The big lag is the shader pass on the rim lights. I’ll swap that for a pre‑computed halo and see if we can drop it to 0.28 s. Hit me with any tweaks you’ve got, and we’ll keep tightening.
Pre‑compute that halo and drop the real‑time rim pass – good start. Then try cutting the number of light sources by merging some of the ambient occlusion into the same pass, and keep the shader as lean as possible—no extra loops or float4 operations if you can avoid them. And don’t forget to batch the draw calls; a single dispatch for the whole forge mesh is a big win. Keep the silhouette clean and you’ll hit that 0.28‑second sweet spot.
Sounds solid—let's merge the AO passes and strip those float4s. One dispatch per forge mesh, no extra loops. I’ll push the pre‑computed halo and batch the calls, then we should nail that 0.28‑second sweet spot. Ready to run the next test?
All set. Push the new build and let’s see if that 0.28‑second mark holds. Keep an eye on the frame budget and tweak the shader constants if anything still skates on the edge. Happy to fine‑tune the last few sparks.
Got the new build queued—watch the frame budget tight, tweak those shader constants if we see any skates, and let me know if the 0.28‑second mark holds. Let's keep that spark blazing.
Got it, keep those numbers in the window and tweak the constants if the frame budget starts to wobble. We’re almost there—just a few more tweaks to keep that spark blazing.
Fine, I’ll lock the numbers in the window, tweak the constants on the fly, and keep that spark blazing. Let’s push it to the limit.