Difference between face count and vertex count?(Voxel draw optimization)

I’m fairly sure that V: 792 F: 198 and V:2076 F:1446 means 46% reduction for V and 87% reduction for F (compared to method #2), not 10%.

Blender vertex count will be different from engine vertex count.

In blender single “vertex” can be used by multiple faces. So, if you make a box, you’ll have exactly 8 verts and 6 quads.

When that box is exported into game engine, vertices are split. Basically, vertices stay “the same” only if they share the same vertex color (if applies), same texture coordinates, same position and same normal.

So, when you export cube into game engine, you’ll get 24 vertices and 12 triangles.

Also, instead of turning voxels into polygons, I’d suggest to look into non-polygonal voxel rendering. Turning voxels into triangles kinda defeats the point.

See http://voxels.blogspot.com/ for info.
https://youtube.com/watch?v=ij0vw8yTCsYhttps://www.youtube.com/watch?v=U5yE-eaUjyk