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    How to reduce triangles?

    Hello, my team and I discovered that our current game has in each level up to 500.000 triangles. That`s way too much.
    Does anybody know a way to reduce the triangles count without much effort? Because we run out of time with the project and it should get fixed as soon as possible.

    #2
    Open up your 3D Modelling app and reduce them

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      #3
      You can automatically create LOD's, but 500,000 for a whole level isn't usually too much. If you aren't having performance issues I wouldn't worry about it.
      https://docs.unrealengine.com/en-us/...cLODGeneration

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        #4
        Well 500K is not that much as long as the shader complexity is low. Compared to materials a single material can be MEGS in size that performance loss can increases above the 500k so to focus on what is a problem as to the forest verses the tree problem you should first run a profile test on your environment which will point out if you have a problem with counts in the first place.

        Best practice of course is to get as much performance as part of the sum total of the result and avoided inherited performance loss that could be applied to the 500k by extension.

        Tips.

        The number of draw calls is the new polycount as far as resource use goes
        Make use of instanced resources from map objects to materials as they keep the memory footprint low as compared to unique elements.
        Smaller deco objects is better for performance as the engine does not render what the camera does not see.
        Make use of UE4's auto LOD feature for static objects as well as materials.
        Consider changing to forward rendering.

        Overall 50k is not all that much

        https://www.youtube.com/watch?v=3hBeJe3NJj8


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          #5
          Topology budget must be planned from day one... otherwise you'll endup needing retopo which is time-consuming and increase production costs:

          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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            #6
            Originally posted by iPROT0TYPE View Post
            Hello, my team and I discovered that our current game has in each level up to 500.000 triangles. That`s way too much.
            Does anybody know a way to reduce the triangles count without much effort? Because we run out of time with the project and it should get fixed as soon as possible.
            Which is the target device you planning this game to? Mobile? Otherwise 500k is not that much. As others stated, draw calls and bad material design can cause much more trouble. The exact size for textures when its applicable will help (less texture transfers to the gpu), so why a 4k resolution texture for a tiny piece of geometry? Think about all advices here and use profiler! Know if you are GPU or CPU bound aswel.
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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              #7
              500k isn't problem even for mobile. If you don't want to run over 5years old devices.

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                #8
                Okay, thank you to everyone! Another guy already fixed everything but you guys helped a lot with your motivation! Thanks!

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