

You don't typically see those extremes when you see it in a middle of a scene but it can be clear.įrom the viewer side, the lab are working on a series of performance enhancements, some of which you see here, and in parallel I am working on a system that selectively manages shadows to try to balance the aesthetic and the FPS to give you something in between the all or nothing we have today. When an avatar is made of 10 cuts, it will require 30+ calls to draw it, a popular mesh body has 200 parts and thus needs 600 draw calls. when we multiply that up with shadows the impact becomes even more pronounced.

If you've read my recent rants about alpha cut bodies the answer to the problem lies largely in there, it is a content problem as much as anything, it literally takes 10 times longer to render a body made of ten parts than one of 1 part. If we can get to a point where the "with shadows" performance is closer to 30fps than 3fps, then the need to turn them off will largely go away. The problem here is not so much that shadows slow us down, it is that they slow us down from an already poor framerate to a completely unacceptable framerate. For most people, a crowd of 10-15 "typical" people with shadows will result in single digit FPS.Disabling shadows will lift to say 15-20 fps. As such "shadows slow things down" is always going to be true, the objective is therefore to get to a point where "running with shadows is fast enough that you don't feel the need to turn them off. The cost of rendering with shadows is approximately 3:1 compared to without. so somethings not Whitfieldessentially the problem is that shadows require everything to be drawn multiple times and also with less culling (objects behind you can still cast a shadow). standing in a group of people and turn shadows on, I go from 45 fps to 7 fps. Linden has anybody looked at the rendering for the shadows? there has to be something that can be done. Okay having tested it, the shadows still 100% lower my fps massively, I turn them off, I get high fps again.
