99 lines
2.6 KiB
Text
99 lines
2.6 KiB
Text
|
.. _doc_optimization:
|
||
|
|
||
|
Optimization
|
||
|
============
|
||
|
|
||
|
Introduction
|
||
|
------------
|
||
|
|
||
|
Godot follows a balanced performance philosophy. In the performance world,
|
||
|
there are always trade-offs, which consist of trading speed for usability
|
||
|
and flexibility. Some practical examples of this are:
|
||
|
|
||
|
- Rendering large amounts of objects efficiently is easy, but when a
|
||
|
large scene must be rendered, it can become inefficient. To solve this,
|
||
|
visibility computation must be added to the rendering. This makes rendering
|
||
|
less efficient, but at the same time, fewer objects are rendered. Therefore,
|
||
|
the overall rendering efficiency is improved.
|
||
|
|
||
|
- Configuring the properties of every material for every object that
|
||
|
needs to be rendered is also slow. To solve this, objects are sorted by
|
||
|
material to reduce the costs. At the same time, sorting has a cost.
|
||
|
|
||
|
- In 3D physics, a similar situation happens. The best algorithms to
|
||
|
handle large amounts of physics objects (such as SAP) are slow at
|
||
|
insertion/removal of objects and raycasting. Algorithms that allow faster
|
||
|
insertion and removal, as well as raycasting, will not be able to handle as
|
||
|
many active objects.
|
||
|
|
||
|
And there are many more examples of this! Game engines strive to be
|
||
|
general-purpose in nature. Balanced algorithms are always favored over
|
||
|
algorithms that might be fast in some situations and slow in others, or
|
||
|
algorithms that are fast but are more difficult to use.
|
||
|
|
||
|
Godot is not an exception to this. While it is designed to have backends
|
||
|
swappable for different algorithms, the default backends prioritize balance and
|
||
|
flexibility over performance.
|
||
|
|
||
|
With this clear, the aim of this tutorial section is to explain how to get the
|
||
|
maximum performance out of Godot. While the tutorials can be read in any order,
|
||
|
it is a good idea to start from :ref:`doc_general_optimization`.
|
||
|
|
||
|
Common
|
||
|
------
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-general-optimization
|
||
|
|
||
|
general_optimization
|
||
|
using_servers
|
||
|
|
||
|
CPU
|
||
|
---
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-cpu-optimization
|
||
|
|
||
|
cpu_optimization
|
||
|
|
||
|
GPU
|
||
|
---
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-gpu-optimization
|
||
|
|
||
|
gpu_optimization
|
||
|
using_multimesh
|
||
|
|
||
|
2D
|
||
|
--
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-2d-optimization
|
||
|
|
||
|
batching
|
||
|
|
||
|
3D
|
||
|
--
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-3d-optimization
|
||
|
|
||
|
optimizing_3d_performance
|
||
|
vertex_animation/index
|
||
|
|
||
|
Multi-threading
|
||
|
---------------
|
||
|
|
||
|
.. toctree::
|
||
|
:maxdepth: 1
|
||
|
:name: toc-learn-features-threads
|
||
|
|
||
|
threads/thread_safe_apis
|
||
|
threads/using_multiple_threads
|