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metaverse_tiktok's avatar
10 months ago
Solved

question about capacity and frame rate

I wanted to know from creators how are usaving on / using capacity....thoughts I been asset spawning and using textures to save but I'd love to hear other ways to save on capacity so world can function more under limitations an still have creativity @members

  • That is a long answer as we are all learning new ways to push the limits of what is possible. For starters, if an object doesn't need to be collidable, turn that off in the properties panel. Also unless you are doing something with the object ensure the motion is turned off. Beyond that everything in the world can hit performance and we need to keep our metrics like FPS up and memory down as much as much as possible. 

    Also check out the community creator's manual as there are many points made in there about how to improve the technical performance of your world. Just search this page for 'performance' and if you are still running into issues, play around with settings and your scripts while watching your real time metrics, see what you can figure out. Perhaps you will discover a new way to push the limits.
    https://developers.meta.com/horizon-worlds/learn/documentation/mhcp-program/community-tutorials/creator-manual 

4 Replies

  • That is a long answer as we are all learning new ways to push the limits of what is possible. For starters, if an object doesn't need to be collidable, turn that off in the properties panel. Also unless you are doing something with the object ensure the motion is turned off. Beyond that everything in the world can hit performance and we need to keep our metrics like FPS up and memory down as much as much as possible. 

    Also check out the community creator's manual as there are many points made in there about how to improve the technical performance of your world. Just search this page for 'performance' and if you are still running into issues, play around with settings and your scripts while watching your real time metrics, see what you can figure out. Perhaps you will discover a new way to push the limits.
    https://developers.meta.com/horizon-worlds/learn/documentation/mhcp-program/community-tutorials/creator-manual 

  • What do u suggest for FPS an keeping down ..I'm familiar but I think we all have used different ways to keep down i believe seeing or hearing different ways can open up creativity but awesome :hundred_points:

  • I'm in your hangout world right now called Blue Moon which seems to be running at full FPS. The only things that are concerning are the draw calls from motion and physics. From my experience simulation, audio, and memory seem to be the hard caps that we seem to have. However, we can trade off some categories for others depending on what is important. The easiest example that I am sure you have noticed is that the fewer avatars that are allowed in the world the more you can add. This is because avatars consume both memory and simulation, and I recently learned that at one time avatars was used as a unit of measurement. 
    In Blue Moon your draw calls are above the recommendation, but nothing high enough to hit your FPS. These are higher when your transformed text gizmos are in view including the semi-transparent glass panels. It is your physics that is a greater concern which is around 50% beyond the recommendation and as more avatars enter the world the frame rate could drop. In this world it is likely your lighting that is affecting your high physics. In the properties menu turn off the lighting & shadows for objects where it is acceptable not to show the lighting gradient. You can also change these to unlit to save on physics capacity, but this technique can be a bit tricky to make the color look right. 
    You have been able to push past the limit in these categories as your vertices count is lower in this primitive build, so that has been your trade-off. As you move into custom model import worlds mind your vertices count and use your real time metrics tool while being conscious of how you spend your memory and simulation before hitting that limit, and make trade-offs for things that are not as important for your space.