Skip to content

[Foliage swaying 3D] Improve performance and fix PBR consistency (v1.3.1) - #2326

Open
baldieandbaldie-commits wants to merge 1 commit into
GDevelopApp:mainfrom
baldieandbaldie-commits:update/foliage-swaying-1.3.1
Open

baldieandbaldie-commits wants to merge 1 commit into
GDevelopApp:mainfrom
baldieandbaldie-commits:update/foliage-swaying-1.3.1

Conversation

@baldieandbaldie-commits

@baldieandbaldie-commits baldieandbaldie-commits commented Oct 21, 2026 •

Copy link
Copy Markdown
Contributor

Updates FoliageSwaying3D from 1.2.0 to 1.3.1, following #2324.

Performance

  • Added frustum culling and 512-unit chunks to skip vegetation that does not need rendering
  • Reduced CPU work, GPU uploads and duplicated geometry
  • Optimized shader processing
  • Observed around 20% better performance overall, with noticeably smoother rendering

Bug Fixes

  • Fixed shader caching for different foliage settings
  • Fixed gradient inconsistency between instanced and non-instanced objects
  • Preserved normal-map orientation when changing normal strength
  • Fixed environment strength for scene and material environment maps
  • Made PBR settings consistent between leaves and trunks
  • Fixed small PBR adjustments being ignored

Demo project

Download the demo project (ZIP)

@baldieandbaldie-commits
baldieandbaldie-commits requested a review from a team as a code owner October 21, 2026 21:39
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant