Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.

Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Improving Editor Performance

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Not every developer is lucky to afford the top of the line PC build and it’s not fun working on a project where you can barely work with a low frame rate. Bright Engine is still very early in its infancy which means performance isn’t particularly good. However there are a few tricks you can do to drastically improve your experience within the editor.

  1. Reduce Texture Quality: At the top of the render panel you will find an option called texture quality, by default its set to maximum. However if your GPU has limited VRam and you are working in a large environment then by reducing the render quality of textures can help save memory as well as draw times.
  2. Disabling Spot & Point Light Shadows: In the render panel you will find a collection of shadow settings and two check boxes that tells Bright Engine to completely skip the shadow drawing process. Shadows remains one of the most costly operations and so disabling them does tend to result in a large performance boost. Don’t worry about losing any work, these setting only bypass the drawing process and don’t wipe any settings on lamps. You can toggle this on and off at any time.
  3. Reduce Shadow Resolution: Perhaps you don’t like the idea of no shadows at all while you design your environments and so what you can do instead is reduce the shadow map resolution instead. Smaller resolutions use less V-RAM and require less time to draw but the quality of shadows will drastically decrease.
  4. Reduce Camera Range: This isn’t as an effective method as those previously stated but by reducing the camera range, objects will get clipped out of the rendering process much sooner therefore there will be rendering to do each frame.
  5. Disable Post Processing effects: Everyone loves post-processing when it’s done right, but why waste performance making your scene pretty when you are still building it? Effects such as Bloom, SSAO and Depth of field are quite resource intensive so try turning them off when working. The only exceptions to this method is Color Correction and Gamma/Tonemapping. Both these effects have drastic impact on lighting within your scene and if disabled you will get some nasty results when turning them back on. The good news is neither of these have much of a performance impact!
  6. Set your Render Distances: As part of the LOD system within Bright Engine each object has a maximum render distance value where after the camera exceeds that distance from the object it ceases to render it. This is a critical part of every game as it allows to optimize your environments based on what the player can see. By default this value is set to 1000 meters which is very far, but there is no way of knowing what objects need what distance in advance hence why. It’s much more work efficient to set this value as you add objects. Some example values would be: small props, 80 meters, medium objects 150 meters, large structures, 300 meters, large far distance objects 500-100 meters. This is just a guide line and does not have to be followed. See what works for you!
  7. NVIDIA Users –Disable V-Sync within the NVIDIA Control Panel: By default, NVIDIA cards use the programs settings to decide whether to enable V-Sync. The options menu for Bright Engine has not been finished yet and so it is not possible to disable V-Sync from within Bright. NVIDIA users can override this and disable it from the NVIDIA control panel however.