open a new level
create a new landscape, size=8161
assign a simple material to it, just a albedo tex
use console command “stat engine”, make sure not selecting landscape actor. info shows 184m static mesh tris are rendering, I don know where they come from. If I select landscape, then tri number become reasonable, like 30k or so
Anyone please explain static mesh tris myth? Should I worry about it, or can I safely ignore it?
About 60kk is total vertex count for landscape of such size. Under unfavorable LOD settings, camera position and dynamic shadowcasting the count can potentially reach 184kk. But practically, you are unlikely to hit above 10kk. Make sure that you are running the test in a separate window. PIE and editor window might occasionally interfere with triangle counts.
Thanks. yes about 60kk but LOD is designed for this so I should not see so many tris, not under landscape default LOD settings. Also I tested in editor viewmode, pie, standalone windowed play, play after packaging, no difference just that many tris. I want to know is the tris info gathered before LOD, which means it’s useless? because my LOD is apparently working well and fps not below 80.
Also I’m curious why selecting landscape making tris display change so drastically