FIRE LAB

Tune the wreck fire the game actually draws. The original cost-measuring rig is folded away at the bottom — nothing removed.
WRECK FIRE · the real game effect (Fire.js) — main flame + spot fires
HOW IT GOES OUT
CAMERA · the game looks down at 68.8° — the donut only shows from above
PERFORMANCE & EFFECT LAB · the original measuring rig
EFFECT
HOW MANY
REPEAT · renders per frame, to beat vsync
BURST RATE · bursts mode — one every…
VARIATION · volumetric only — all off = every fire identical
DEATH TRANSITION · flames swallow the screen, then the respawn
TEXTURES · volumetric only
SLICE SPACING · volumetric only, lower = denser
frame time— ms
fps—
cost per fire—
burning now—
peak at once—
draw calls—
throughput—
triangles—
renderer—
warming up…
Budget: at 60fps a whole frame is 16.7ms and RMRF needs most of it. Anything over ~2ms of fire is a problem; under ~0.5ms is free.
‹ labs