In order to improve performance in the metaverse, we have established a set of limits that every scene must follow. If a scene exceeds these limitations, then the parcel won’t be loaded and the preview will display an error message.
For a straight-forward reference of what limitations you’ll have for a specific number of parcels, check the following table:
Scene limitation rules
Below are the maximum number of elements allowed allowed in a scene:
n represents the number of parcels that a scene occupies.
log2(n+1) x 10000Total amount of triangles for all the models in the scene.
log2(n+1) x 200Amount of entities in the scene.
log2(n+1) x 300Amount of meshes in the scene.
log2(n+1) x 20Amount of materials in the scene. It includes materials imported as part of models.
log2(n+1) x 10Amount of textures in the scene. It includes textures imported as part of models.
log2(n+1) x 20Height in meters.
Note: User avatars and any items brought by users from outside the scene don’t count for calculating these limits.
Query scene limitations via code
From a scene’s code, you can query both the limitations that apply to the scene and how much the scene is currently using. This is especially useful with scenes where the content changes dynamically. For example, in a scene where you add a new entity each time the user clicks, you could stop adding entities when you reach the scene limits.
Obtain scene limitations
this.entityController.querySceneLimits() to obtain the limits of your scene. The limits are calculated for your scene based on how many parcels it occupies, according to the scene.json file. The values returned by this command don’t change over time, as the scene’s size is always the same.
querySceneLimits() is asynchronous, so we recommend calling it with an
querySceneLimits() function returns a promise of an object with the following properties, all of type number.
// get limits object const limits = await this.entityController.querySceneLimits() // print maximum triangles console.log(limits.triangles) // print maximum entities console.log(limits.entities) // print maximum bodies console.log(limits.bodies) // print maximum materials console.log(limits.materials) // print maximum textures console.log(limits.textures)
For example, if your scene has only one parcel, logging
limits.triangles should print
Obtain the current use
Just as you can check via code the maximum allowed values for your scene, you can also check how much of that is currently used by the scene. You do this by running
this.querySceneMetrics(). The values returned by this command change over time as your scene renders different content.
querySceneMetrics() is asynchronous, so we recommend calling it with an
querySceneMetrics() function returns a promise of an object with the following properties, all of type number.
// get metrics object const limits = await this.entityController.querySceneMetrics() // print maximum triangles console.log(limits.triangles) // print maximum entities console.log(limits.entities) // print maximum bodies console.log(limits.bodies) // print maximum materials console.log(limits.materials) // print maximum textures console.log(limits.textures)
For example, if your scene is only rendering one box entity at the time, logging
limits.entities should print
When running a preview, any content that is located outside the parcel boundaries is highlighted in red when rendered. If any content is outside these boundaries, you won’t be allowed to deploy this scene to Decentraland.
3D models used in decentraland must use supported shaders and materials. See 3D model considerations for a list of supported shaders.
The scene’s lighting conditions can’t be changed from the default setting.
Entities don’t cast shadows over other entities and dynamic lighting isn’t supported.
Texture size constraints
Texture sizes must use width and height numbers (in pixels) that match the following numbers:
1, 2, 4, 8, 16, 32, 64, 128, 256, 512
This sequence is made up of powers of two:
f(x) = 2 ^ x. 512 is the maximum number we allow for a texture size. This is a fairly common requirement among other rendering engines, it’s there due internal optimizations of the graphics processors.
The width and height don’t need to have the same number, but they both need to belong to this sequence.
The recommended size for textures is 512x512, we have found this to be the optimal size to be transported through domestic networks and to provide reasonable loading/quality experiences.
Examples of other valid sizes:
32x32 64x32 512x256 512x512
Although textures of arbitrary sizes work in the alpha release, the engine displays an alert in the console. We will enforce this restriction in coming releases and invalid texture sizes will cease to work.