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Merge pull request #4810 from skyace65/MaterialClarification

Clarify optimization instructions
Rémi Verschelde 4 years ago
parent
commit
7ea30f1623
1 changed files with 5 additions and 3 deletions
  1. 5 3
      tutorials/performance/gpu_optimization.rst

+ 5 - 3
tutorials/performance/gpu_optimization.rst

@@ -86,9 +86,11 @@ possible. Godot's priorities are:
    scene, the faster the rendering will be. If a scene has a huge amount
    scene, the faster the rendering will be. If a scene has a huge amount
    of objects (in the hundreds or thousands), try reusing the materials.
    of objects (in the hundreds or thousands), try reusing the materials.
    In the worst case, use atlases to decrease the amount of texture changes.
    In the worst case, use atlases to decrease the amount of texture changes.
--  **Reusing Shaders:** If materials can't be reused, at least try to
-   re-use shaders (or StandardMaterial3Ds with different parameters but the same
-   configuration).
+-  **Reusing Shaders:** If materials can't be reused, at least try to re-use
+   shaders. Note: shaders are automatically reused between
+   StandardMaterial3Ds that share the same configuration (features
+   that are enabled or disabled with a check box) even if they have different
+   parameters.
 
 
 If a scene has, for example, ``20,000`` objects with ``20,000`` different
 If a scene has, for example, ``20,000`` objects with ``20,000`` different
 materials each, rendering will be slow. If the same scene has ``20,000``
 materials each, rendering will be slow. If the same scene has ``20,000``