XaiJu
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CARE Update and Tips for Speeding Up Scenes

  Lately I've been making sure all my scenes are optimized; with this project I've been running into some performance issues, mostly related to textures. It's a good habit to check your downloaded models and optimize them. I'm grateful to any and all creators who put this work up for us to use, as without it this job would be much more challenging. That said, there are frequently things that can be improved, at least in regards to performance.  

  For example, the Meredith model has a lot of 4k textures, which significantly impede performance. 

  She has has three 4k textures (!) for the metal insets on her head. 

  We might have some answers as to why Cyberpunk had/has some significant performance issues. πŸ˜…

  Ideally these textures would be included in the base head texture and not as a completely separate image; Blender does allow us to scale them down to a more reasonable 2048. 

  I also went through and deleted some unneeded displacement textures, using Blender's "clean-up" function afterwards to make sure they're completely out of the project. 

  Examine the whole model, and remember some textures do call for 4k, such as the base color textures. 

  One other thing I've been focusing on is not using every map generated from Substance Painter. For some assets, especially ones in the background, just using the main Base Color is more than enough.

  In more important news, I gave the little restaurant robot a hat. 

  It's these little things that make me love what I do, lol. 

  Back next week with an animation preview! Hope everyone is doing well. 

Comments

Yep, and sometimes one can't simply "fix" it and has to creatively find an acceptable balance between performance and quality. For example, in the aforementioned animation I wanted lots of motion blurred rain. But that was far too costly, so I got around it by faking the motion blur by making the raindrops themselves extremely stretched. It looked almost as good and the performance gain was massive.

Albin

Yeah, it's not always fun but it's essential. Sometimes finding just WHERE the bottleneck is can be a battle itself! Could be textures, lighting, polycount, etc. Gotta cover it all.

BaronStrap

Performance optimizations are always an interesting, and sometimes essential, subject. Both in terms of working on the project and rendering. I've done two projects with 12 or more characters, and keeping both work and render to fit in RAM and VRAM took some wrangling. And I recently created an animation where an ideal quality still I also released took almost 3 hours to render, whereas in the animation itself optimizations and concessions got it down to around 3 minutes per frame.

Albin


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