Performance
The compatibility check
A pre-publish report that estimates triangles, draw calls, texture memory, and particles — and tells you which devices can handle your scene.
Open in the interactive manual →The interactive version has full-text search, a table of contents, and light/dark themes.
Before you publish, run a quick health check: Help ▸ Run compatibility check. It analyzes your scene without rendering and opens a report.
What it tells you
- Top metrics — total triangles, draw calls, textures (with estimated memory), and particles.
- A verdict per device tier — each rated OK / Tight / Marginal / Too heavy:
| Tier | Triangles | Draw calls | Texture MB |
|---|---|---|---|
| 📱 Mobile (mid-range Android) | 250,000 | 200 | 60 |
| 💻 Mid laptop (integrated GPU) | 1,000,000 | 600 | 200 |
| 🖥️ Desktop (discrete GPU) | 4,000,000 | 1,500 | 800 |
- Warnings — too many textures, heavy particle fill, high draw counts, or geometry with no material assigned.
- The heaviest nodes — the top five triangle hogs, so you know exactly what to optimize.
Estimates, not guarantees
The report is a conservative estimate — real performance depends on the actual GPU and post-processing. Treat it as a "will this be a problem?" early warning, and confirm on a real target device with the live HUD.
Spotted something off, or want a topic covered? Email buck.rackley@gmail.com.