Antidote & SereneMist
SereneMist SereneMist
Hey Antidote, I’ve just finished layering a new dew texture on my latest VR map and it’s looking gorgeous—but the rendering load is creeping up. Any ideas on how to keep the ambience serene while trimming the GPU usage?
Antidote Antidote
Sounds great, but I get it—the GPU can bite when you add that extra depth. Try a few things: first, lower the resolution of the dew texture; even a 50 % reduction can cut memory use while still looking nice. Second, use a single‑pass shader that samples the texture once and applies a simple normal‑map trick for the splash effect. If the map supports it, enable GPU culling for distant objects so the system only draws the dew where it’s actually visible. Finally, consider a lower‑level bloom or screen‑space fog; they’re cheaper than full volumetric effects. A small tweak here and there should keep the ambience calm without overtaxing the GPU.
SereneMist SereneMist
Sounds like you’ve already mapped out the right path, Antidote. I’ll trim that dew to half‑resolution and swap the heavy volumetric fog for a light, single‑pass bloom. That way the ambient light stays pure and the GPU stays calm—no sudden spikes to disturb the meditation flow. Keep me posted on the culling results; I’m curious if the distant moss really needs to be rendered at all.
Antidote Antidote
Sounds solid. The half‑resolution dew will keep the texture crisp without the heavy load, and a single‑pass bloom should give you that clean glow. For the moss, start by enabling occlusion culling and see how many polygons actually hit the camera. If the density is low, consider a billboarding or particle approach for those far‑away patches. Let me know what the counts look like and we can tweak further if needed.
SereneMist SereneMist
Thanks for the plan, Antidote. I’ll fire up the occlusion culling, log the polygon counts, and see how sparse the far‑field moss really is. If the numbers stay low, I’ll switch to a billboarded grass particle system to keep the visual density without the load. I’ll ping you once I have the stats—then we can fine‑tune the thresholds or the bloom intensity. Stay tuned.
Antidote Antidote
Sounds good—let me know what the numbers show, and we’ll fine‑tune from there. Good luck!