Lorens
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Dec 18, 2021
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Hi friends, I am Lorens, I will try to explain MLO Optimization, which is an unnecessary fear of people who make or want to map.
Not all of the information in this topic belongs to me.
What is MLO Optimization?
MLO Optimization is that MLO is the most ideal FPS value for every user. So how is this optimization done and what does it consist of?
PolyCount
It's not just the Modeling part, it's the total number of models in or around the MLO. If the probes close to each other have too much poly, it can create fps problems.
We can't give a max value, but try not to exceed 100k per room.
Portal Count
Portals are door/window entrances, mirrors and reflections. The more portals the MLO contains, the lower the FPS value will be.
You can merge nearby portals instead of separating them, or you can remove unnecessary reflections.
For example, instead of rendering the tile reflection as a portal, you can handle it with Spec Texture!
Vertex Color
Vertex color doesn't have much to do with our topic, but I need to explain.
R : How the model will behave in Night light, 0 normal 255 Too dark
G : How it will behave in the face of artificial light, 0 Does not absorb light 255 Absorbs light, provides reflection
B : How it will behave under moonlight at night, 0 Normal 255 Activates the Moonlight filter
If B sounds confusing to you, let me explain briefly, for cinematics or popular exteriors, Rockstar uses the Moonlight filter. What is this filter? This filter makes the model take on a more moonlit bluish tint and enhances the shaders.
Dekurwinator's article about vertex colors
When you think about these features, you will notice its orientation towards fps.
Embed Col/Text/Dic
Separating the models allows them to be rendered one by one, depending on the situation, it is useful or not.
Dictionary Models or Collisions all use a single file, and when one is rendered, the others are rendered.
We see the Dictionary thing mostly in the Rockstar part because the small MLOs we develop don't need it.
Embed Col/Text
Textures or Collisions embedded in the model increase the model size and force the GPU to render without queuing it.
You can use Text Dic or also a Collision file to prevent this.
lights
We can say that the lights are the most important point about FPS, as you can imagine, the light illuminates the MLO - clever, isn't it? - but you can change the light with features such as color/Culling/falling/rane/sphere in the settings of the light. These features change the behavior of the light, and uninformed adjustments can greatly affect the FPS.
The number of lights also affects the FPS. If you want to set them perfectly, you have to work on them because there is no other way.
MipMap
What is MipMap? It is the reduction of texture quality and poly count by the game without using LOD while rendering the MipMap model remotely!
How can you set this up? It can be set with certain flags, but it does not work on every model. We are still trying to understand, but it is possible to MipMap texture!
PowerOf2
The fact that the content can be divided into 2 in your textures and poly count makes the GPU easier, and the new generation GPUs stream more easily.
flags
This topic is not very clear, there are thousands of flags in GTA5 and we do not know the function of most of them. If you do not use the correct one in the right place about this flag, it may cause problems.
Decal
It is the details that make MLO beautiful and the most important detail is the Decal textures, GIMS will ask you to make spec texture settings while adjusting your Decal texture in the Evo material preview. determines what it should be.
Level Of Detail[LOD]
LODs most of us are familiar with, if your model needs to be rendered remotely please make low-poly versions.
Not all of the information in this topic belongs to me.
What is MLO Optimization?
MLO Optimization is that MLO is the most ideal FPS value for every user. So how is this optimization done and what does it consist of?
PolyCount
It's not just the Modeling part, it's the total number of models in or around the MLO. If the probes close to each other have too much poly, it can create fps problems.
We can't give a max value, but try not to exceed 100k per room.
Portal Count
Portals are door/window entrances, mirrors and reflections. The more portals the MLO contains, the lower the FPS value will be.
You can merge nearby portals instead of separating them, or you can remove unnecessary reflections.
For example, instead of rendering the tile reflection as a portal, you can handle it with Spec Texture!
Vertex Color
Vertex color doesn't have much to do with our topic, but I need to explain.
R : How the model will behave in Night light, 0 normal 255 Too dark
G : How it will behave in the face of artificial light, 0 Does not absorb light 255 Absorbs light, provides reflection
B : How it will behave under moonlight at night, 0 Normal 255 Activates the Moonlight filter
If B sounds confusing to you, let me explain briefly, for cinematics or popular exteriors, Rockstar uses the Moonlight filter. What is this filter? This filter makes the model take on a more moonlit bluish tint and enhances the shaders.
Dekurwinator's article about vertex colors
When you think about these features, you will notice its orientation towards fps.
Embed Col/Text/Dic
Separating the models allows them to be rendered one by one, depending on the situation, it is useful or not.
Dictionary Models or Collisions all use a single file, and when one is rendered, the others are rendered.
We see the Dictionary thing mostly in the Rockstar part because the small MLOs we develop don't need it.
Embed Col/Text
Textures or Collisions embedded in the model increase the model size and force the GPU to render without queuing it.
You can use Text Dic or also a Collision file to prevent this.
lights
We can say that the lights are the most important point about FPS, as you can imagine, the light illuminates the MLO - clever, isn't it? - but you can change the light with features such as color/Culling/falling/rane/sphere in the settings of the light. These features change the behavior of the light, and uninformed adjustments can greatly affect the FPS.
The number of lights also affects the FPS. If you want to set them perfectly, you have to work on them because there is no other way.
MipMap
What is MipMap? It is the reduction of texture quality and poly count by the game without using LOD while rendering the MipMap model remotely!
How can you set this up? It can be set with certain flags, but it does not work on every model. We are still trying to understand, but it is possible to MipMap texture!
PowerOf2
The fact that the content can be divided into 2 in your textures and poly count makes the GPU easier, and the new generation GPUs stream more easily.
flags
This topic is not very clear, there are thousands of flags in GTA5 and we do not know the function of most of them. If you do not use the correct one in the right place about this flag, it may cause problems.
Decal
It is the details that make MLO beautiful and the most important detail is the Decal textures, GIMS will ask you to make spec texture settings while adjusting your Decal texture in the Evo material preview. determines what it should be.
Level Of Detail[LOD]
LODs most of us are familiar with, if your model needs to be rendered remotely please make low-poly versions.