Projects and Demos
Downloadable projects demonstrating Vite's features and establishing its performance numbers. Several are the benchmarks the performance targets are measured against.
These fall into two groups: showcases that demonstrate what the engine can do visually, and benchmarks that establish what it costs. The benchmarks are the more useful of the two if you are deciding whether Vite fits your project.
Showcases
| Project | Demonstrates |
|---|---|
| Tech Demo Project | DDGI, SSGI, Apex Destruction and Apex Cloth in one package |
| Stylized Raytracing Demo | Ray tracing applied to non-photoreal art direction |
| Callisto BRDF Demos | The custom skin and character shading model |
| Abandoned Apartment | Interior lighting scene |
| Attic Scene | Interior lighting scene |
| Crash Bandicoot: Timetwister | A complete gameplay level built on UE4 |
Benchmarks
| Project | Measures |
|---|---|
| 400 Characters CMC Bench | Character Movement Component cost at scale |
| Physics Cube Bench | PhysX rigid body throughput |
| PhysX Test | General PhysX behaviour and stability |
| PhysX Instanced Subsystem | Instanced rigid bodies at counts individual actors cannot reach |
Using the benchmarks
The benchmarks are more informative than a frame rate number suggests. Run them with stat unit visible
and note which thread is the limit — that tells you what a similar workload will cost you, and which
of Vite's optimisations apply. See Profiling.