I’ve been working extensively with Meta Quest hardware the last year, and beating Shader Complexity down to manageable numbers has been a consistent task, and I’ve seen other people asking a lot of questions regarding it.
Well, it’s got me stewing on a question.
The MaxShaderComplexityCount value that the filter uses can be edited in your ini files.
So should we be getting a list together of target shader complexity values for different hardware and shader models?
I haven’t been able to find anything that really delves into what we should be targetting, how it differs between platforms, and even editing the values feels arbitrary.
As best I can tell, shader instructions are calculated VERY different depending on what kind of rendering you’re doing. I’m not a rendering engineer, but this project has necessitated learning a lot about it.
For my project, I’ve stuck the value around 2500. The game runs performantly with that, at least for now.
Is anyone else digging into this? What numbers are you working with?