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.
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