examples/large_scenes/bistro/README.md
Download Amazon Lumberyard version of bistro from developer.nvidia.com (or see link below for processed glTF files with instancing)
Reexport BistroExterior.fbx and BistroInterior_Wine.fbx as GLTF files (in .gltf + .bin + textures format). Move the files into the respective bistro_exterior and bistro_interior_wine folders.
Run with texture compression while caching compressed images to disk for faster startup times:
cargo run -p bistro --release --features mipmap_generator/compress -- --cache
Options:
--no-gltf-lights disable glTF lights
--minimal disable bloom, AO, AA, shadows
--compress compress textures (if they are not already, requires
compress feature)
--low-quality-compression
if low_quality_compression is set, only 0.5 byte/px formats
will be used (BC1, BC4) unless the alpha channel is in use,
then BC3 will be used. When low quality is set, compression
is generally faster than CompressionSpeed::UltraFast and
CompressionSpeed is ignored.
--cache compressed texture cache (requires compress feature)
--count quantity of bistros
--spin spin the bistros and camera
--hide-frame-time don't show frame time
--deferred use deferred shading
--no-frustum-culling
disable all frustum culling. Stresses queuing and batching
as all mesh material entities in the scene are always drawn.
--no-automatic-batching
disable automatic batching. Skips batching resulting in
heavy stress on render pass draw command encoding.
--no-view-occlusion-culling
disable gpu occlusion culling for the camera
--no-shadow-occlusion-culling
disable gpu occlusion culling for the directional light
--no-indirect-drawing
disable indirect drawing.
--no-cpu-culling disable CPU culling.
--help, help display usage information
Alternate processed files with instancing (glTF files on discord):