diff --git a/tutorials/performance/gpu_optimization.rst b/tutorials/performance/gpu_optimization.rst index 7495f93b0..67c914b08 100644 --- a/tutorials/performance/gpu_optimization.rst +++ b/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 of objects (in the hundreds or thousands), try reusing the materials. 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 materials each, rendering will be slow. If the same scene has ``20,000``