Performance¶
Reference
- 패널:
- High Quality Normals
Uses higher precision normals and tangents which can improve visual quality for dense meshes with high frequency textures at the cost of memory.
- Anisotropic Filtering
Quality of anisotropic filtering used when sampling textures at oblique viewing angles.
Higher values improve the sharpness of textures viewed at a grazing angle, such as floors, roads, and other surfaces that extend into the distance. Increasing the setting may have a small impact on performance.
- Off:
Turn off anisotropic filtering.
- 2×:
Use 2 samples for anisotropic filtering.
- 4×:
Use 4 samples for anisotropic filtering.
- 8×:
Use 8 samples for anisotropic filtering.
- 16×:
Use 16 samples for anisotropic filtering.
Memory¶
- Shadow Pool
A bigger pool size allows for more shadows in the scene but might not fit into GPU memory and decreases performance. Increasing the size might fix the Shadow buffer full error.
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- Light Probes Volume Pool
A bigger pool size allows for more irradiance grids in the scene but might not fit into GPU memory and decreases performance.
Viewport¶
- Pixel Size
Option to control the resolution for viewport rendering. Allows you to speed up viewport rendering, which is especially useful for displays with high DPI.
Compositor¶
- Device
The device used for compositing.
- CPU:
Use the CPU for compositing.
- GPU:
Use the GPU for compositing.
- Precision GPU
The precision of compositor intermediate result.
- Auto:
Use full precision for final renders, half precision otherwise.
- Full:
Use full precision for final renders and viewport.
Denoise Nodes¶
- Denoising Device
The device to use to process Denoise nodes in the compositor.
- Auto:
Use the same device used by the compositor to process the denoise node.
- CPU:
Use the CPU to process the denoise node.
- GPU:
Use the GPU to process the denoise node if available, otherwise fallback to CPU.
- Preview Quality
The quality used by Denoise nodes during viewport and interactive compositing of a render if their quality is set to Follow Scene.
- High:
Produces the highest quality output at the cost of long processing times.
- Balanced:
Balanced between performance and quality, typically processing in half the time as High, while retaining most of the quality.
- Fast:
Produces an output quickly at a noticeable cost of quality.
- Final Quality
The quality used by Denoise nodes during the final render if their quality is set to Follow Scene.
- High:
Produces the highest quality output at the cost of long processing times.
- Balanced:
Balanced between performance and quality, typically processing in half the time as High, while retaining most of the quality.
- Fast:
Produces an output quickly at a noticeable cost of quality.