Gessa Docs
Creator · Graphics

Guide

Graphics In Gessa

Gessa renders 3D worlds through one engine core with WebGPU as the preferred high-end path and WebGL as the production fallback.
engine v1.0.234Copy for LLM

Fresh 3D projects start with a lit Studio world, ACES tone mapping, a ground material, a camera, a spawn marker, and an example prefab. The Renderer Moat Demo template is available when you want a heavier showcase scene with terrain, water, decals, particles, advanced PBR, and 1,000+ props.

How The Renderer Gets Data

Graphics are authored as world metadata, assets, and ECS components. At runtime the server builds a SceneSnapshot, and the browser renderer consumes that snapshot. Scripts and visual scripts do not talk to Three.js or WebGPU directly; they mutate components or call narrow presentation hosts such as camera and animation.

Backends

  • WebGPU enables the moat features: TAA, advanced TSL post, GPU particles, GPU-driven instances, GPU water waves, and WebGPU decal cluster metadata.
  • WebGL remains fully supported with CPU particles, CPU instance buffers, composer post-processing, geometry decals, and lower water reflection modes.

The effective backend and any fallback reason are visible in the renderer profiler.

Quality

Renderer quality tiers are Low, Medium, High, Ultra, and Cinematic. Gessa chooses a device-appropriate tier, then adapts at runtime if frame time exceeds the tier budget. Adaptive clamps reduce DPR first, then shadows, post-processing, and feature budgets.

Creator-authored deployment quality is preserved when you publish. A Cinematic project starts as Cinematic on capable hardware; runtime may lower the effective tier only when device capability or adaptive measurement requires it.

Adaptive modes:

  • Locked keeps the selected tier fixed.
  • Adaptive can lower quality after sustained frame misses and does not automatically restore.
  • Always-Optimistic can lower quality under load, then probes upward when the scene later has headroom.

View Settings expose quality tier, adaptive mode, backend preference, post-processing, and the performance overlay for your current device. Reset to creator defaults returns the viewport to the authored deployment settings.

Use the Workbench Profiler to inspect backend, quality, frame time, GPU timing support, culling, assets, particles, terrain, water, decals, and quality clamps.

  • docs/creator/graphics/environment-profiles.md
  • docs/creator/graphics/materials.md
  • docs/creator/graphics/lighting.md
  • docs/creator/graphics/post-processing.md
  • docs/creator/graphics/particles.md
  • docs/creator/graphics/terrain.md
  • docs/creator/graphics/water.md
  • docs/creator/graphics/performance-tuning.md
Was this helpful?Report an issueContact support

On this page