Forum Discussion
6 Replies
- Shards632Mentor
I don't think it exists in the desktop editor. If using the desktop editor, I think you are expected to manage performance using profiling tools rather than the approximation provided by the capacity meters.
I'm just getting back into world building and capacity was the first thing I looked for in the desktop app as my world scripts were nearing 100%. I would have thought this was important to see if, as before, you can't publish once over the any of the individual Objects, Geometric Complexity and Simulation limits. Are profiling tools more exact than those hard percentages were? do those percentages still apply but just managed differently?
As I say just getting into the desktop app so these things always seem awkward when we start using them for the first time!
- SeeingBlueMentor
We don't use capacity meters when building with desktop editor or custom model imports. We monitor performance and aim to keep FPS above 60. You can preview your world via web browser(Hit P when in a world.) or through the Realtime Metrics under the utility menu on your wrist when you're in VR.
Yeah I understand performance is key but does that mean those hard limits no longer exist and are no longer prohibitors to publishing? and if so are there alternative prohibitors?
Is it now purely a performance feel based on metrics such as FPS and it's up to the builders to decide for themselves based on the metrics? the publishing will still happen even for poorly performing worlds?