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@@ -13,7 +13,7 @@ usability and flexibility. Some practical examples of this are:
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- Rendering objects efficiently in high amounts is easy, but when a
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large scene must be rendered, it can become inefficient. To solve
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this, visibility computation must be added to the rendering, which
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- makes rendering less efficient, but, at the same time, less objects are
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+ makes rendering less efficient, but, at the same time, fewer objects are
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rendered, so efficiency overall improves.
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- Configuring the properties of every material for every object that
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needs to be rendered is also slow. To solve this, objects are sorted
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@@ -54,7 +54,7 @@ does a good job at reusing materials that need similar shaders but, if
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custom shaders are used, make sure to reuse them as much as possible.
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Godot's priorities will be like this:
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-- **Reusing Materials**: The less amount of different materials in the
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+- **Reusing Materials**: The fewer different materials in the
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scene, the faster the rendering will be. If a scene has a huge amount
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of objects (in the hundreds or thousands) try reusing the materials
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or in the worst case use atlases.
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@@ -108,7 +108,7 @@ On mobile, pulling more power is not an option, so a technique called
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variant of it), which divide the screen into a grid. Each cell keeps the
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list of triangles drawn to it and sorts them by depth to minimize
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*overdraw*. This technique improves performance and reduces power
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-consumption, but takes a toll on vertex performance. As a result, less
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+consumption, but takes a toll on vertex performance. As a result, fewer
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vertices and triangles can be processed for drawing.
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Generally, this is not so bad, but there is a corner case on mobile that
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@@ -161,7 +161,7 @@ transparency, try to make that section a separate material.
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Level of detail (LOD)
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---------------------
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-As also mentioned before, using objects with less vertices can improve
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+As also mentioned before, using objects with fewer vertices can improve
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performance in some cases. Godot has a simple system to change level
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of detail,
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:ref:`GeometryInstance <class_GeometryInstance>`
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