<blockquote class="Quote">
<a target="blank" rel="nofollow">quickmind2020</a> said:
Interesting... how is it on performance though? <br>
</blockquote>Indeed, the more the fur has layers and the more complex is the geometry, the slower it will render.<br><br>But you can reduce the number of fur layers as well as the geometry complexity according to distance from camera (LoD) using GeometryInstance.set_draw_range_begin() and .set_draw_range_end().<br><br>As I dev my project on what I consider as a "middle-low-end" laptop (AMD APU A6-6310 with integrated Radeon R4), it forces me to work harder on optimization to keep the framerate between 30 and 60Hz. So, in the end, my final project should be playable on most computers.<br><br><blockquote class="Quote">
<a target="_blank" rel="nofollow">Megalomaniak</a> said:
now if you create a furmark style benchmark for testing the renderer performance out of this I do wonder if this wouldn't be useful for the devs. :)<br>
</blockquote>I've just found that furmark exists for real lol<br>Maybe, if its enough for such a benchmark, duplicating the fury-godot-icon while displaying the framerate could make it ?<br><br><br><br>