DELTAGEN Tips #3 | Optimize Realtime Performances

You have build a nice DELTAGEN model that you want to review in Realtime/Rasterizer with the best performances/Frame Per Second possible? Here are the tips to follow to optimize it and get up to 30% fps in few clicks.



Clean your Scene Tree Structure

During CAD conversion, you may keep some empty groups or geometries. More deep and populate is your scene tree structure, less performances you have. So using this two options will clean the scene tree structure and enhance your frame per second.



Remove broken links of linked files with this option and then press Suppr.


Then integrate linked files with this option. You will increase your frame per second by making the scene tree structure less complex. Right click on the root structure of your scene to access this feature.


Clean your Geometries

Some CAD may not have been convert or contain objects that cannot be tessellated. Using delete untessellated objects will remove them.



If you have set some surface as B-side during your model data preparation phase, you can clean them if they are not necessary anymore. Select this option and press Suppr.


Clean you Look Library

Use Unify identical looks features to have one material reference for each single Look representation. It could happen you have 4 different geometries having each a single Look which have exactly the same appearance representation. More Look and attached textures you have, less performances you get.


It could also happened that some Look are stored in your Look Library but are not used in your scene. Use Delete all unused materials to optimize your scene library and its performances.


Use Specialized Materials

In order to improve the render performance especially in Rasterizing mode, you have the option to specialize your materials. This means that you can “freeze” the state of your material settings in the MATERIAL EDITOR. This specialization compiles the variables for the settings directly onto the shader, consequently speeding up the rendering.


Realtime occlusion culling

Some geometries's triangles are not visible in the viewport depending of your position in the scene. OCCLUSION CULLING skips or omits triangles or the sides of triangles that are not visible to enable faster 3D geometry display. For example, geometry that is hidden behind others is not rendered. This will increase your realtime performances as well.



Use Model Optimizer tools.

Most of the features used upper are concentrate in one toolset named Model Optimizer.



Then you can select them one by one and define your optimization feature to use in one shot.​​​​​​​ ​​​​​​​

As you saw in the video i start with 30 fps and reach close to 40 fps, which is nearly 30% more.