elecman
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Posts: 90
Joined: 20 Jul 2014, 04:28

Culling performance

20 Oct 2017, 01:38

If a mesh with a NoesisView component is not in view (frustum culled), does it stop rendering, and if not, how do I do that manually?

Also, if there are elements on a canvas which are outside of the main canvas area (shifted to the side by code), do they use any GPU/CPU time, and if so, how do I prevent that?
 
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sfernandez
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Joined: 22 Dec 2011, 19:20

Re: Culling performance

23 Oct 2017, 13:27

We use Unity's OnBecameInvisible message to detect when a NoesisView attached to a mesh is out of the frustrum to disable the rendering.

Regarding the rendering of UI elements, we cull elements outside the View surface, and they won't consume any CPU/GPU time.

So you don't have to worry about any of this situations, it is already handled by our framework.
 
elecman
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Posts: 90
Joined: 20 Jul 2014, 04:28

Re: Culling performance

25 Oct 2017, 05:01

Thanks, sounds good :-)
 
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jsantos
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Re: Culling performance

26 Oct 2017, 18:40

I am marking this as solved although there is a minor improvement we will include in the next version regarding this.

Thanks!

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