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# Objective Move https://github.com/DGriffin91/bevy_bistro_scene and https://github.com/DGriffin91/bevy_caldera_scene into the bevy repo for allow for easier testing. This also adds https://github.com/DGriffin91/bevy_mod_mipmap_generator in the new `large_scene` folder because GPU texture fetch cache locality is important. This could be eventually available more generally as a part of bevy. But wanted to get something quick and basic in for now. Not totally sure what these readme's should look like. I mostly just copied them over and made a few tweaks. This PR is meant to just be an initial starting point, it does not address automatically acquiring the required assets. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
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Bistro Example
Download Amazon Lumberyard version of bistro from developer.nvidia.com (or see link below for processed glTF files with instancing)
Reexport BistroExterior.fbx and BistroInterior_Wine.fbx as GLTF files (in .gltf + .bin + textures format). Move the files into the respective bistro_exterior and bistro_interior_wine folders.
- Press 1, 2 or 3 for various camera positions.
- Press B for benchmark.
- Press to animate camera along path.
Run with texture compression while caching compressed images to disk for faster startup times:
cargo run -p bistro --release --features mipmap_generator/compress -- --cache
Options:
--no-gltf-lights disable glTF lights
--minimal disable bloom, AO, AA, shadows
--compress compress textures (if they are not already, requires
compress feature)
--low-quality-compression
if low_quality_compression is set, only 0.5 byte/px formats
will be used (BC1, BC4) unless the alpha channel is in use,
then BC3 will be used. When low quality is set, compression
is generally faster than CompressionSpeed::UltraFast and
CompressionSpeed is ignored.
--cache compressed texture cache (requires compress feature)
--count quantity of bistros
--spin spin the bistros and camera
--hide-frame-time don't show frame time
--deferred use deferred shading
--no-frustum-culling
disable all frustum culling. Stresses queuing and batching
as all mesh material entities in the scene are always drawn.
--no-automatic-batching
disable automatic batching. Skips batching resulting in
heavy stress on render pass draw command encoding.
--no-view-occlusion-culling
disable gpu occlusion culling for the camera
--no-shadow-occlusion-culling
disable gpu occlusion culling for the directional light
--no-indirect-drawing
disable indirect drawing.
--no-cpu-culling disable CPU culling.
--help, help display usage information
Alternate processed files with instancing (glTF files on discord):
- Fixed most of the metallic from fbx issue by using a script that makes everything dielectric unless it has metal in the name of the material
- Made the plants alpha clip instead of blend
- Setup the glassware/liquid materials correctly
- Mesh origins are at individual bounding box center instead of world origin
- Removed duplicate vertices (There were lots of odd cases, often making one instance not match another that would otherwise exactly match)
- Made the scene use instances (unique mesh count 3880 -> 1188)
- Removed 2 cases where duplicated meshes were overlapping
- Setup some of the interior/exterior lights with actual sources
- Setup some basic fake GI
- Use included scene HDRI for IBL