Single sided Not closed mesh inside another mesh! is that ok for light baking and stability in UE ?

Hello ! I made simple box just to illustrate the point

as you can see there are 2 boxes and small is snapped with big , inner face (green coloured) is deleted to optimize mesh

  1. can I delete faces that are inside another mesh ?
  2. if points (verts) of 2 meshes ideally snapped , is there any problem of light passing through ?
  3. should I avoid faces that allocate same space ? might it cause flickering ?

I am using light baking + dynamic lights in other words scene is complex

again boxes are simple to just illustrate the meaning of question.

let me ask you these aswell :

  1. I saw topic about polycount limit , and recent UE has no limit (as much as your hardware can handle) in other words

so how can I equalize (compare) 1Gig of a VRAM with tri count ?
how much equals how much ? I mean mesh without textures … just a triangle count

if I have 6gig titan how much is my mesh limit to have average 60 fps for example ? is there any formula for that ?

  1. If you are baking lighting, try to keep meshes closed.

  2. That should minimize leaks, but sometimes lightmass does weird things.

  3. Definitely, z-fighting is a common issue.

  4. Yeah, there isn’t really a polygon limit, but I’d keep assets under 100k tris generally.

Meshes don’t take up much memory at all, textures are the bigger culprit. Memory normally wont be the main cause of frame rate issues.

Thank you for your answers !

  1. regarding keeping mesh closed :

you mean its recommended to close mesh even if they are penetrating each other ?
like these:

so red is not recommended ? again if it penetrates closed mesh like in left picture

  1. is there any formula to know how much 1gig VRAM costs in terms of triangle count ?

that info would be nice , one will be able to know how much he can go with his hardware
because again if you have 6gigs of ram and you can easily hit 10mil tris 30fps
why would you shrink your models polycount too much

  1. you said textures and shaders are more weight on GPU than mesh density ? is that right ?

what kind of a shaders should I avoid , I have to say that I can’t avoid concrete, glass and some other reflections
I will not use any refraction roughness and all that super effects or any particles or things like that
can UE handle simple reflections (even if half of things are reflective) ?

  1. should I combine mesh in my host app maya and then make UVs or make UVs and then combine mesh or not combine mesh at all or always combine mesh ?
    for example I have a column , it has main body and some other parts like sweep profiles , its one body in real world anyway
    so should I make 1 mesh from it ?
    what is your workflow ?

thanks a lot ! :wink: don’t get angry on me I’,m a new in UE but have to hurry up with my studying