Nice work slowly ironing out the performance bottlenecks. Looking forward to seeing some benchmarks later on.
Yes, thank you
Step by step.
Iām going to start with the materials, then with the audioā¦ letās see if I can find the āwaiting for taskā problem.
I will show you my progress
Thank you so much @3dRaven
Iāve been researching PSO for a couple of days now.
Because compiled shaders at runtime are definitely a big problem.
Iāve been looking through the Lyra source code and I didnāt see anything about how to handle this problem. (at least with Grep I didnāt find any matches with the words Shaders or PSO).
I found this articleā¦ but according to what Iāve read, i need to cook the project.
So I think that while the project is in development this option is not viable.
Because cooking takes too much timeā¦
And I need to have a quick idea to make small changes faster as possible.
I found this video tooā¦
It says that PSO Precaching doesnāt work at 100%ā¦
It says it doesnāt work with dynamic materials and some other things.
I found this video tooā¦
The guy proposes to create creating a level especially dedicated to load āshaders at runtimeā during the loading screen.
Do you recommend this method?
If soā¦ At this point Iām wondering what the correct way to do this level of preload is.
Will it be necessary to render with a camera (360 degrees around)ā¦
each meshā¦? each material? each particle system?
Or will it be enough to drop them in the level and wait even if there is no camera watching?
Or how? With or without a camera?
Another thing I would like to control is to know which shaders are being compiled at runtime to show them in my loading screenā¦
I think it can be done using this classā¦ is it correct?
However, I canāt find any C++ example code on how to use this class.
Do you know any example that I can see about the use of this class?
Thank you so much @3dRaven