![]() This patch replaces the undocumented `NoGpuCulling` component with a new component, `NoIndirectDrawing`, effectively turning indirect drawing on by default. Indirect mode is needed for the recently-landed multidraw feature (#16427). Since multidraw is such a win for performance, when that feature is supported the small performance tax that indirect mode incurs is virtually always worth paying. To ensure that custom drawing code such as that in the `custom_shader_instancing` example continues to function, this commit additionally makes GPU culling take the `NoFrustumCulling` component into account. This PR is an alternative to #16670 that doesn't break the `custom_shader_instancing` example. **PR #16755 should land first in order to avoid breaking deferred rendering, as multidraw currently breaks it**. ## Migration Guide * Indirect drawing (GPU culling) is now enabled by default, so the `GpuCulling` component is no longer available. To disable indirect mode, which may be useful with custom render nodes, add the new `NoIndirectDrawing` component to your camera. |
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.. | ||
bevymark.rs | ||
many_animated_sprites.rs | ||
many_buttons.rs | ||
many_cameras_lights.rs | ||
many_components.rs | ||
many_cubes.rs | ||
many_foxes.rs | ||
many_gizmos.rs | ||
many_glyphs.rs | ||
many_lights.rs | ||
many_sprites.rs | ||
README.md | ||
text_pipeline.rs | ||
transform_hierarchy.rs | ||
warning_string.txt |
Stress tests
These examples are used to stress test Bevy's performance in various ways. These should be run with the "stress-test" profile to accurately represent performance in production, otherwise they will run in cargo's default "dev" profile which is very slow.
Example Command
cargo run --profile stress-test --example <EXAMPLE>