Voxel Plugin
2.0p-304
2.0p-304
  • Home
    • Roadmap
    • Release Notes
  • Getting Started
    • Installing Voxel Plugin
    • Using MetaGraphs
      • Using the MetaGraph Preview
      • Finding the Right Nodes
      • Variables and Parameters
    • Step-by-Step Guides
      • Getting Started with Smooth Terrains
      • Getting Started with Blocky Terrains
      • Getting Started with Foliage
      • Getting Started with Materials
  • Landmass & MetaGraphs
    • Design Philosophy
      • What are Landmass & MetaGraphs
      • A Technical Exploration of MetaGraphs
    • Deep Dives into MetaGraphs
      • Passing Data to Materials
      • Working with Curves
      • Working with Landmass
        • Using Landmass Height Brushes
        • Scale and Resolution for Landmass Brushes
        • Complex Usecases for Landmass Brushes
      • Choosing the right Chunk Spawner
      • Using Height Canvases
      • MetaGraph Macros
      • Floats and Density
      • Buffers and Uniforms
    • Optimizing MetaGraphs
      • Utilities for Performant Graphs
      • Memory Usage & Render Performance
      • Profiling Generation Times
    • Extending MetaGraphs through C++
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  1. Landmass & MetaGraphs
  2. Optimizing MetaGraphs

Utilities for Performant Graphs

This article provides details on various nodes and techniques that can be used to design efficient MetaGraphs.

This page is a stub. This means that the information on this topic will be significantly expanded in the future. What is currently on this page is an incomplete picture.

Note nodes: Cache, Query 2D, Run on GPU

Note: Single-length buffer is functionally the same as a uniform. So you don't ever need to worry about making things uniform for perf reasons; if you plug a constant value (like a parameter or something) into a buffer pin, it'll have the exact same perf overhead as plugging that into a uniform pin.

Read more at Buffers and Uniforms.

Curves do not work on the GPU, so if any part of your graph runs on the GPU (i.e. for detail textures) and uses a curve, this will cause a copy back and forth, dramatically slowing down generation times. For better performance, using math operations to replace curves is preferred.

PreviousOptimizing MetaGraphsNextMemory Usage & Render Performance

Last updated 2 years ago

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