I'm making use of the excellent and massive Town12 ( https://carla.readthedocs.io/en/latest/map_town12/ ) map but am experiencing poor rendering performance with it! I have few ideas on how to improve it and welcome any recommendations:
Town12 uses Large Maps and the tile_stream_distance can be reduced to reduce the # of tiles loaded in ( https://carla.readthedocs.io/en/latest/large_map_overview/ ) however, when I set this value very low (ex: to 1) I still see 9ish tiles loaded in at any given time when driving through the environment! How could I reduce the number of tiles to the tile I'm in + any tiles within tile_stream_distance away?
When visualizing the shader complexity the building interior's seem really expensive (both the fully 3D interiors and cubemaps), is there any way to set the minimum LODs of all the building higher such that these interiors aren't loaded in? Alternatively, is there a way to improve the glass material used for these windows?
In the layered maps (https://carla.readthedocs.io/en/latest/core_map/#layered-maps) there are methods to turn off certain levels in the API. Does there exist an easy way to do this for the tiled maps? Specifically, is there an easy way to not load all the decals on the roadway?
Many of the objects, especially the trees, are integrated into the map using Hierarchical Instanced Static Mesh Components (HISMC). I've never used HISMCs before, but is there an easy way to scale the LOD of these objects? So I could generally use LOD1 at the lowest, but prefer LOD2 more frequently without changing the base asset?
Most (all?) of the fences use the wallmaster material which uses a masked blend mode. Given the number of fences in the environment do you think it'd be worth doing something to replace this with an opaque blend mode?
The street lights and lamps utilize a Blueprint that exposes a pointlight and spotlight component. During the daytime I don't believe these are activated. Should I expect that there is no performance cost during the daytime?
Any other ideas are welcome! We'd love to use this environment.
Hi CARLA team,
I'm making use of the excellent and massive Town12 ( https://carla.readthedocs.io/en/latest/map_town12/ ) map but am experiencing poor rendering performance with it! I have few ideas on how to improve it and welcome any recommendations:
In the layered maps (https://carla.readthedocs.io/en/latest/core_map/#layered-maps) there are methods to turn off certain levels in the API. Does there exist an easy way to do this for the tiled maps? Specifically, is there an easy way to not load all the decals on the roadway?
Many of the objects, especially the trees, are integrated into the map using Hierarchical Instanced Static Mesh Components (HISMC). I've never used HISMCs before, but is there an easy way to scale the LOD of these objects? So I could generally use LOD1 at the lowest, but prefer LOD2 more frequently without changing the base asset?
Most (all?) of the fences use the wallmaster material which uses a masked blend mode. Given the number of fences in the environment do you think it'd be worth doing something to replace this with an opaque blend mode?
The street lights and lamps utilize a Blueprint that exposes a pointlight and spotlight component. During the daytime I don't believe these are activated. Should I expect that there is no performance cost during the daytime?
Any other ideas are welcome! We'd love to use this environment.