so here’s my prob. i’m trying to create a particular landscape in an open world. i know optimization is important and i try to keep this in mind all the time. but for the particular landscape i want to achieve, i have no other choice that to use lot of meshes of vegetation with pretty high culling (100 000). on another hand when i say lot of meshes it’s only two differents meshes using both a low ressource texture (no wind for example). but if i want to achieve what i want i’ll have to plant more or less 14 000 of these bushes (per culling area). the meshes are more or less 7000 polys each (lod 0) with 5 lods. going from 7000 to 240 polys. but if you make the operation it will still be more or less 900 000 polys visible on screen at the same time. apart from these bushes, there will be very few (maybe a dozen) other meshes. so (sorry for the long stuff) what do you thing, is it reasonable, or does the risk seem too high. I fairly know 900k is pretty huge, but i have no other way. or the stuff will be quite different from what i’m looking for
For modern AAA-games, 2-3M Polys on screen are quite usual. It heavily depends on your optimization. The engine itself can handle a lot of polys even without nanite. Watch out for overdraw (which in your case might be your biggest problem) and shader complexity.Lots of vegetation objects in a project is pretty much the worst situation for good performance. Use batching and make sure to reduce the overall overdraw as much as possible. If you’re aiming at mid to high end machines, 900k polygon count should not be a problem at all.
You need to run it and profile it on your target hardware, looking at individual statistics like triangle count isn’t going to be very useful. Too much of that performance cost is tied to other things like how many of these meshes need to render shadows, how complex the shadowcasting geometry is, how complex the materials are, whether you are evaluating masked only in the early z-pass, etc., etc.
Thanks guys. i 'm gonna deal this with culling, lods, and shadow free lod materials (when possible). I think that should do it