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optimize
Armory is designed to automatically strip away unused features from exported projects to prevent size and performance bloat. This page discusses options to fine-tune this process.
To keep the builds times low:
- Enable
Khamake Threads
in Armory add-on preferences- Increasing the value of
Khamake Threads
will enable multi-threaded shader/asset compiling if the CPU is capable enough.- If you're unsure how many Khamake Threads your computer supports, enable the
Auto
option to automatically calculate them.
- If you're unsure how many Khamake Threads your computer supports, enable the
- Increasing the value of
- Enable
Compilation Server
in Armory add-on preferences-
Compilation Server
will allow Haxe to compile faster.
-
- Enable
Armory Project - Flags - Cache Build
-
Cache Build
will allow Armory to reuse data from previous compilation
-
Depending on the CPU, the repeated builds of scenes like the first_person template should fit into one second.
- Enable
Armory Exporter - DCE
(dead code elimination for the compiler) - Disable
Armory Exporter - Compiler Inline
- Enable
Armory Exporter - Minify JS
- Enable
Armory Exporter - Binary Scene Data
- Enable
Armory Exporter - Optimize Data
- Enable
Armory Exporter - Asset Compression
- Enable
Armory Exporter - Single Data File
- If no audio is needed, set:
Armory Project - Modules - Audio - Disabled
Inspect Armory Render Path
to ensure features which are not in use are off. Disabling particles, skinning, shadows, decals, translucency or certain post-processing features will bring the size further down.
Armory supports multiple physics engines - see oimo_module for lightweight alternative to Bullet.
- Enable
Armory Exporter - Compiler Inline
- Enable
Armory Exporter - Binary Scene Data
- Enable
Armory Exporter - Optimize Data
- Enable
Armory Project - Flags - Batch Meshes
(experimental) - Enable
Armory Project - Flags - Batch Materials
(experimental)
General engine performance will mainly depend on the render path. Armory Render Path
panel allows you to create several render paths, each targeting a different platform/setup. Based on whether the game is CPU or GPU bound, features like skinning or particles can be set to calculate either on CPU or GPU.