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.
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.
더 보기
- 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¶
- 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.