Caldera Hotel 01 Example
Currently only setup to load hotel_01.
Download scene from Activision github repo.
Reexport map_source/prefabs/br/wz_vg/mp_wz_island/commercial/hotel_01.usd as hotel_01.glb
Alternate processed files applied animation base poses (glTF files on discord)
When importing the USD file into blender, for Object Types, only select Meshes Note: many of the meshes in the original scene use an animation base pose to position the object. Consider applying these transformations before exporting from blender.
Press 1, 2, or 3 for various camera locations. Press B for benchmark (see console for results).
Options:
--minimal disable bloom, AO, AA, shadows
--random-materials
assign randomly generated materials to each unique mesh
(mesh instances also share materials)
--texture-count quantity of unique textures sets to randomly select from. (A
texture set being: base_color, roughness)
--count quantity of hotel 01 models
--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.
--spin spin the bistros and camera
--hide-frame-time don't show frame time
--help, help display usage information