> For the complete documentation index, see [llms.txt](https://docs.stixgames.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.stixgames.com/general/material-settings/performance-settings.md).

# Performance Settings

The following settings do not cause a recompile of the shader, unlike [shader variants](/general/material-settings/shader-variants.md), but they still have an extreme performance impact.

## **Density Settings**

The 4 density settings are the single most important settings in regards to performance and visual appearance.

* **Target Density**: This setting represents the maximum density of your grass. You should use the highest value where the material still looks good, in order to improve performance.
* **Density Falloff Start**: The distance after which grass density will start to decrease. Everything between the camera and this distance will have exactly the **Target Density**.
* **Density Falloff Scale**: Scales the falloff speed linearly. A higher value causes the density to decrease more quickly.
* **Density Falloff Power**: Scales the falloff speed non-linearly. A higher value increases the speed at which density increases.

{% hint style="info" %}
The density falloff scales like this: $$(s d)^p$$, where $$s$$ is the scale, $$d$$ is the distance from the falloff start, and $$p$$ is the falloff power.
{% endhint %}

{% hint style="warning" %}
Don't use **Target Density** like an arbitrary slider. It should represent a specific maximum density. You should use a mesh with sufficient polygon density (or use mesh normalization on the mesh filter) and select a value that represents the density you want for your scene. When you follow this rule, you will prevent artifacts, make the material more predictable, and improve your visual appearance.
{% endhint %}

{% tabs %}
{% tab title="Low target density" %}

<figure><img src="/files/oU7PU2yCjH1zEtCV1fWz" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="High target density" %}

<figure><img src="/files/WzTqShk6t4tWfyiAq2yV" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="Low falloff start" %}

<figure><img src="/files/L2Ir8xHmu3rwRPtnRNAO" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="High falloff start" %}

<figure><img src="/files/gt74ZjdxOSjDTUFv38f6" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="High falloff scale" %}

<figure><img src="/files/lXl9iXpAo9WCdSrCLQwy" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Low falloff scale" %}

<figure><img src="/files/cWJdqBun9vti76OY7sxr" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

{% tabs %}
{% tab title="High falloff power" %}

<figure><img src="/files/Uvs5M5NtCplcO6eP2F4M" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Low falloff power" %}

<figure><img src="/files/WzTqShk6t4tWfyiAq2yV" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## **LOD Settings**

These settings change how many polygons are used per blade of grass. This can be used to improve performance.

## **Fade Settings**

These settings define at which distance the grass starts to fade into the ground. All blades of grass further away than **Grass Fade End** will not be rendered at all, which improves performance.
