Hi, so I am trying to figure out the maximum number of triangles I can have in my scene without killing performance. I’ve been doing some tests.
First I started out with a huge 1.5 million triangle mesh and this was the result: Imgur: The magic of the Internet
Note a GPU frame time of ~72ms - very slow
So then I look a reduced version of the same mesh at about 23k triangles and made 216 copies of it for a total of 5 million triangles! This was the result: Imgur: The magic of the Internet
Note a GPU frame time that is faster than the one single huge mesh of ~53ms
What is going on here? I thought maybe lighting was to blame, maybe lighting was causing the huge mesh to degrade in performance whereas the smaller meshes were getting some lighting optimizations that were helping them out so I deleted all the lights in the scene and created a material that is just white emissive which I thought would isolate any lighting related performance problems and then I got this: Imgur: The magic of the Internet
Basically the same gpu time as before.
None of these meshes have any LODs I just imported a raw mesh with no other LODs (Unreal Engine doesn’t try to automatically reduce meshes and create LODs right??)
Anyways if anybody could explain to me why the first mega mesh is so much slower than the 216 normal meshes despite having a way lower total triangle count I would greatly appreciate it. This is on an iPhone 6s if it matters.