Boss and run VFX Optimizations #514
Merged
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Description (*)
This is an optimization pass on some VFX. These were done for the memory issues that were happening on iOS, but are a good optimization to have overall. It includes reducing the amount of geometry used for the boss charge effects, as well as for the running particle effects. Reducing the complexity of these effects will mitigate there being massive tri count spikes, especially when fighting the boss with a ton of imps running around. I've also adjusted the import settings for the VFX meshes to not include unnecessary things like cameras, lights, animations, materials, etc.
Here are some images of things changed:
Boss charge arrow geometry density before vs after:
Boss charge motion effect geometry density before and after (from 7-8k tris to 2-3k tris):
And from the run smoke effect (as well as capping the max particles of this system from 100 to 25):
Issue Number(s) (*)
Jira ticket here