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So what's "Performance Cost" ?

8,420 BlinIndustry  3.0 years ago
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    8,420 BlinIndustry

    @ReinMcDeer @MintLynx Thanks for help

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    95.0k ReinMcDeer

    @MintLynx @Sm10684 I remember Andrew mentioning it on another post; iirc it might also take into account the funkiness of the FT

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    71.3k MintLynx

    I suspect it's an estimation of how much the build will affect your framerate based on things like part count, drag, and possibly size.

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    I should probably add a tooltip for it. Here's how I described it in an earlier comment:

    Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.

    Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.

    I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.

    +8 3.0 years ago
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    bobgandx moment

    +1 3.0 years ago
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    37.2k V

    How much resources an aircraft take up, this factors in FT as well as part count

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    48.5k Sm10684

    Good thing I started doing that. @MintLynx

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    71.3k MintLynx

    @Sm10684 In theory yea. Which can be remedied by the typical methods of de-dragging and part efficiency.

    3.0 years ago
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    48.5k Sm10684

    So we want that as low as possible? @MintLynx

    3.0 years ago
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    26.7k Bryan5

    I dont know, but that's an interesing question.

    +1 3.0 years ago