caewok/fvtt-elevated-vision

Scenes with a lot of walls is a large performance hit on WebGL

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caewok commented

May be unfixable, but a scene with a lot of walls (test case was 2586 walls) is a serious performance hit. May be ways to lessen this impact:

  • Turn off Clockwise sweep as EV is not using it?
  • Check how walls are culled
  • Switch to rendering smaller triangles for the shadows instead of wasting pixels on lit areas
  • Make use of attribute instances to avoid uploading the same wall data to the GPU repeatedly