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    Individual meshes vs combined

    I was wondering what will be more efficient for some floorplates I have in my game. The level is a large cylinder that you walk around the inside of.

    The floor is covered in detailed floor plates - 52 makes up a ring, 6 rings wide (612 plates) all the same.

    I was wondering what would be more efficient

    - a single combined ring of all 612 plates turned into one static mesh with one material. Assuming one ring means only one object called but downside is It would not allow me to LOD as the player always sees the floor at 'Close up- by the feet - always at LOD0/1 (assuming you cannot LOD part of a mesh)

    Versus -

    - having each plate individual, allowing me to LOD each plate but, you are seeing more objects at one time lets say 50 odd plates LOD'd into the distance.

    What is the best method here for efficiency/rendering purposes?

    Is there any visual benefit to individual plates as well as the light will be affecting each plate individually vs one mesh or does it not make a difference?

    Any guidance/advice appreciated

    #2
    This would entierly depend on what else is in the level and the number of draw calls you currently have.

    we can all agree that less is more. Therefore, If all floorplates are the same using Instances will increase performance from the start.
    Use HISM to make use of the LODs + instancing.

    If the result is still not performant enough, then at that point you want to consider merging the tiles together in a group that can be instanced just the same.
    if you group every 3 tiles you will get 3x less draw calls from this flooring - if you are actually over budget this can definitely improve your base.

    You could also try to use the HLOD system to get individual plates to merge at a distance and better performance. It really depends on the level and game..

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      #3
      Thanks, I had not actually thought about making smaller groups. I could merge them in lines/smaller groups of lines which would at least cut down the draw calls a little and allow some LOD'ing. Will have a look into Instancing. The problem with instancing to me, if I am understanding correctly is you don't really get to see them as you build the level in the editor. Only when the game starts as they are essentially code? How does that work with the light baking then - does it take into account Instanced objects - need to read up on it more I think

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