Optimizing Keeper
February 2025
Portals, Morphing, and Shaders
Dynamic Morphing Geometry - Shader Operations
Double Fine’s games are always very interesting and tackle unusual problems. In this case, we are dealing with a walking lighthouse that can warp reality and create portals to other locations all while in a very painterly visual style.
I looked into a significant performance hit from EssenceGenerated meshes from the XBOX Series S captures provided to us. They were about heavy on BasePass, Non-Nanite VSM, RenderVelocities, and Vector ALU. A high Vector ALU cost usually meant that there’s a lot of math operations done in shaders, and these meshes are morphed via a custom shader, and so I identified the shader as a candidate for optimization.
Pixel Depth Offset
An additional cost to the Essence meshes that Pixel Depth Offset (PDO) was used on them. Given the expense of these Essence meshes already, I suggested considering switching PDO off on these meshes in the distance.
The rest of the team also identified memory concerns, single layer water, Niagara VFX considerations, and general settings recommendations.
It was a treat to look at such a visually stunning and unique game that is so unafraid to separate from realism.