Hey there.
I am working on school environment and Im using just a trim sheet for Floors, Walls, Ceiling and all other things and for that I want to use some mid poly, high poly modular assets. is it good?
Currently my walls are somthing between 3k to 9k tris and it looks good but is it good for performance? or with ue5 and new systems I can get higher?
Thank you.
Hey there @MHKakooei! Welcome back to the community! While walls for most building environments don’t usually need higher poly counts, if it’s necessary for your project, it should be fine unless your environment is very dense. Using Nanite on higher poly assets should limit some of the performance hits, but most scenes can handle millions of polys if properly configured. Still however, you’re going to need to run stress tests since your hardware, the density of your level, target framerate, and assets are all unknown to us.
Thank you. So there is no limit if I go a little higher than that. I fear to use nanite becouse I dont know if older systems can use my game.
It’s not that there’s no limit, it’s more that it’s not well defined since every system is different. Depending on how low end you’re planning to go for your players, you may have to restrict your poly counts extensively. Proper LODs and other optimization features will be especially necessary when not using Nanite to ensure the lower end users have a good experience. Just stress test early and often whenever you can, use the profiling tools, and if at all possible, test builds for lower end systems when you get your scenes blocked out.
Here’s some docs to help with testing and optimization!