From 77cdee25972cf934a4b4b4b9c6da09f751a93672 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 12 Oct 2020 16:06:42 +0200 Subject: [PATCH] Recommend vertex shading for particles in GPU optimization --- tutorials/performance/gpu_optimization.rst | 2 ++ 1 file changed, 2 insertions(+) diff --git a/tutorials/performance/gpu_optimization.rst b/tutorials/performance/gpu_optimization.rst index ea3cd6822..7495f93b0 100644 --- a/tutorials/performance/gpu_optimization.rst +++ b/tutorials/performance/gpu_optimization.rst @@ -173,6 +173,8 @@ You can increase performance in a fill rate-limited project by reducing the amount of work the GPU has to do. You can do this by simplifying the shader (perhaps turn off expensive options if you are using a :ref:`StandardMaterial3D `), or reducing the number and size of textures used. +Also, when using non-unshaded particles, consider forcing vertex shading in +their material to decrease the shading cost. **When targeting mobile devices, consider using the simplest possible shaders you can reasonably afford to use.**