I’m making an indie game. In order to be universal, I need to manage rendering costs on low-spec devices.
My graphic concept is light and dark. I’m inspired by Dune, and the best way to represent this is with Volumetric Fog and Volumetric Shadow. You can see in the image how I’m trying to achieve this. However, Volumetric Shadow is so computationally intensive that it easily drops frames. I try to reduce this as much as possible with Stationary, but the light is too broad, and I always end up with an X. (I’m not using Lumen).
Here’s what I tried to do to reduce the GPU computation.
- Reducing the number of voxels per unit area
- Turning off squared distance falloff
- Reducing the maximum draw distance
But despite the above efforts, I haven’t seen much of an improvement. How can I drastically reduce it? Is there any way to bake the rendered result into a translucent Mesh, or do I need to lay it out one by one with translucent materials?