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.

Numbers from these projects reflect the hardware they were captured on. Vite's performance baseline is an ARM-class ~1 GHz CPU, which is far below a development desktop. A benchmark that is comfortable on your machine may not be on your target.

See also