PANORA|make 4.0 Docs
YouTube Tutorials
  • Introduction
    • Licenses Differences
    • 🎬 Installation
  • 🎬 Starting a new Instance
  • Interface Overview
    • 🎬 Builder Interface
      • Building Materials
      • Building Masks
        • 🎬 Filters & Noise
        • 🎬 Blending Filters & Linking Masks
        • Manual Sub-Layer Drawing
      • 🎬 Using Effects
      • 🎬Building Grass, Physical Materials & Adjustements
      • Global Features & Settings
      • 🎬 LOOKDEV View
      • Console Area
    • Builder Settings
    • Exporting/Importing Presets & Materials
    • 🎬 sRGB/RAW/Normal Color Space management
  • Setting Up Instance
    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • 🎬 Landscape Caching for better Performance
    • Using a Satellite Material
    • Using a Fresnel effect on the Instance
  • SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
    • Performance Tips
    • Scalability Options
    • Unified Cross-Platform Development
      • ES3.1 Limitations Breakdown & Best Pratices
      • All Switches & Features for ES3.1
      • Samplers Cost Table
  • Current state
    • Frequently Asked Questions - Solving Issues
    • Known issues
    • Changelog & Releases
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  • Builder Interface performance tips
  • Shader Runtime performance tips
  1. SCALABILITY AND CROSS-PLATFORM DEVELOPMENT

Performance Tips

PreviousUsing a Fresnel effect on the InstanceNextScalability Options

Last updated 4 months ago

Builder Interface performance tips

  • Be sure to use the paths sourcing features in the settings to reduce the number of unneeded textures shown in the Asset Picker. That will improve the startup time of the Interface and show less textures that aren't need, so it's recommended for both usability and speed reasons.

Check Builder Settingsto learn more.

Shader Runtime performance tips

  • Using caching is very important to save performance. Even if you have to exclude layers for some special effects, use caching !

  • Avoid using a Metalness map, as it will require processing of the Sub-Layer to be done even though it may be cached otherwise ! It's as heavy as excluding the layer !

  • If your Sub-Layer is uncached, be careful of how many features you enable in the Material Options. Some like Triplanar or UV Breaking will increase shader complexity. However, if the layer is cached then this is a non-problem.

  • Avoid using Nanite Displacement as it is very heavy on performance as of 5.4.

  • If you want to use a Sub-Layer only in a specific place, avoid using a Mask. Just paint it, and it will be calculated only in the landscape Chunk it appears in. (Sub-Layers calculated on specific chunks like this have their toggle in White in opposition to the blue ones which are calculated for the whole terrain.)

  • See the complexity below :

Sub-Layer 2 Manually painted with no masks
This chunk is the only one affected by the difference